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Engine.ini

Nov 25th, 2022 (edited)
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  1. ; File location %LOCALAPPDATA%\TekkenGame\Saved\Config\WindowsNoEditor\Engine.ini
  2. ; write protect the file to read only in file properties
  3.  
  4. ;----------------------------------------------------------------
  5. ; Note: I have optimized every setting I could find on this game.
  6. ; ---------------------------------------------------------------
  7. ; Raytracing on,
  8. ; TXAA on and optimized
  9. ; AO options set to GTAO. SSAO and normal AO disabled.
  10. ; Colour teaked.
  11. ; Optimized for systems with 16GIG RAM and a 8 GIG Graphics card
  12. ; DOF, Bloom, image grain, ChromaticAberration Off.
  13. ; EYEADAPTION / AUTOEXPOSURE settings Optimized.
  14. ; Texture Groups and streaming options all Optimized.
  15. ; Audio Optimized.
  16. ; Internet Optimized.
  17. ; other optimizations Shadows gras sky lighting foilage etc.
  18. ; ----------------------------------------------------------------
  19.  
  20. [Audio]
  21. UnfocusedVolumeMultiplier=0.500000
  22.  
  23. ; ===============================
  24. ; ✩░▒▓▆▅▃▂▁ COLOUR ▁▂▃▅▆▓▒░✩
  25. ; ===============================
  26. [/Script/Engine.RendererSettings]
  27. r.GBufferFormat=1 ; Set the G-buffer format to HighPrecisionNormals for better color representation
  28.  
  29. ;perfect ;Normal ;LIGHTER ;DARK ;not tested
  30. r.Color.Max=0.85 ; 0.00-1.00, 1.00 = default ;r.Color.Max=1.05 ;r.Color.Max=0.8
  31. r.Color.Mid=0.51 ; 0.00-1.00, 0.50 = default ;r.Color.Mid=0.60 ;r.Color.Mid=0.4 ;r.Color.Mid=0.5 r.Color.Mid=0.47
  32. r.Color.Min=0 ; 0.00-1.00, 0.00 = default ;r.Color.Min=0.01 ;r.Color.Min=0.001 ;r.Color.Max=1.0
  33.  
  34. r.SceneColorFringeQuality=0 ; Quality of the scene color fringe effect . 0=disables chromatic aberration.(0 to 4, higher values provide better quality but may impact performance) Disable scene color fringe for improved color accuracy
  35. r.SceneColorFringe.Max=1.0 ; Maximum scene color fringe amount, Set maximum scene color fringe to 0 for cleaner edges.
  36. r.SceneColorFormat=3 ; Set the scene color format to RGBA16 for higher color precision. set to 3, reducing memory usage.
  37.  
  38. [/Script/Engine.RendererOverrideSettings]
  39. r.DefaultFeature.ColorGrading=0 ; Disable color grading for improved performance
  40. r.Color.MaxEditingLUTs=16 ; Maximum number of color lookup tables (LUTs) used for color correction
  41. r.Color.MidTones.Sharpen=0 ; Increases sharpness of mid-tone colors DEF 0
  42. r.Color.MidTones.Saturation=1.2 ; Enhances the saturation of mid-tone colors
  43. r.Color.Contrast=1.1 ; Increases overall contrast of the scene
  44. r.Color.Grayscale=0 ; Disables grayscale effect, keeping colors vibrant
  45. r.Color.Max=1.5 ; Boosts the maximum intensity of colors
  46. r.Color.MaxHDR=2.0 ; Boosts the maximum intensity of colors in HDR (high dynamic range) scenes
  47. r.Tonemapper.Method=1 ; Sets the tonemapping method to improve color reproduction
  48. r.TonemapperGamma=1.9 ; DEF 0
  49. r.TonemapperFilm=1 ; 0 = off (game default), 1 = on (engine default?)
  50. r.Tonemapper.EmulateHDR=0 ; DEF 0
  51. r.Tonemapper.MergeWithUpscale.Mode=0 ; DEF 0
  52. r.Tonemapper.MergeWithUpscale.Threshold=0.49 ; DEF 0.49
  53. r.DefaultFeature.AmbientCubemap=False ; Disable ambient cubemap for performance
  54.  
  55. [/Script/Engine.Engine]
  56. ; Default color space used for rendering
  57. r.DefaultColorSpace=1 ; 0: sRGB (standard RGB), 1: Linear (linear color space)
  58.  
  59. ; Gamma correction settings
  60. r.GammaCorrection=1 ; Enables gamma correction for rendering
  61. r.FastToneMapping=1 ; Enables fast tone mapping for better performance
  62. r.Exposure=1.0 ; Set the overall exposure for the scene
  63. r.Contrast=1.0 ; Set the overall contrast for the scene
  64. r.Saturation=1.0 ; Set the overall saturation for the scene
  65. r.Gamma=1.0 ; Set the overall gamma for the scene
  66. r.Temperature=6500.0 ; Set the overall temperature for the scene
  67. r.Tint=(1.0, 1.0, 1.0) ; Set the overall tint for the scene
  68.  
  69. [/Script/Engine.PostProcessSettings]
  70. ; Remove Film grain effect
  71. 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)
  72. 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)
  73. 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).
  74. #
  75. ; ===================================================
  76. ; ✩░▒▓▆▅▃▂▁ EYEADAPTION / AUTOEXPOSURE ▁▂▃▅▆▓▒░✩
  77. ; ===================================================
  78. [/Script/Engine.RendererSettings]
  79. r.EyeAdaptation.ExponentialTransitionDistance=1
  80. r.EyeAdaptation.LensAttenuation=0.78 ; Default .65 lower is darker
  81. r.EyeAdaptationQuality=2 ; 0-3, 0 = off, 2 = default, 1/3 = not implemented
  82.  
  83. r.DefaultFeature.AutoExposure=0 ; Auto exposure disabled for improved performance.
  84. r.DefaultFeature.AutoExposure.Method=1 ; Auto exposure method set to 0, disabling it for performance.
  85. r.DefaultFeature.AutoExposure.ExtendDefaultLuminanceRange=1
  86.  
  87. [TimeOfDaySystem]
  88. AutoExposure.SpeedUp=10.0
  89. AutoExposure.SpeedDown=6.0
  90.  
  91. VolumetricCloud.Force2LayerMaterial=1
  92. VolumetricCloud.RayMarchedShadows=1
  93. VolumetricCloud.GroundContribution=1
  94.  
  95. [Engine.RendererSettings]
  96. r.DFDistanceScale=10
  97. r.DFFullResolution=1
  98.  
  99. ; =====================================
  100. ; ✩░▒▓▆▅▃▂▁ SSAO SETTINGS ▁▂▃▅▆▓▒░✩
  101. ; =====================================
  102. ;Disables to use Ground Truth Ambient Occlusion (GTAO) feature
  103. [/Script/Engine.RendererSettings]
  104. r.SSAO.Method=0 ; Disable SSAO (0)
  105. r.SSAO.Quality=0 ; Set SSAO quality to low (0)
  106. r.SSAO.SampleSet=0 ; Use the default sample set for SSAO (0)
  107. r.SSAO.MaxViewDistance=10000.0 ; Limit the maximum distance over which SSAO is applied
  108. r.SSAO.HalfResolution=0 ; Disable half-resolution SSAO
  109. r.SSAO.BlurRadius=0 ; Disable SSAO blur
  110. r.SSAO.BlurSharpness=0.0 ; Set SSAO blur sharpness to 0 (no blur)
  111. r.SSAO.BlurPasses=1 ; Use a single pass for SSAO blur
  112. r.SSAO.DepthBias=0.0 ; Set SSAO depth bias to 0 (no bias)
  113. r.SSAO.DirtyTranslucencySupport=1 ; Enable SSAO for dirty (unshadowed) translucent surfaces
  114. r.SSAO.Downsampling=1 ; Enable SSAO downsampling for performance (1)
  115. r.SSAO.ScreenSpaceRadius=0.5 ; Set SSAO screen space radius to 0.5 (adjust to your liking)
  116. r.SSAO.MinRadius=0.02 ; Set SSAO minimum radius (adjust to your liking)
  117. r.SSAO.SampleRadiusScale=0.3 ; Scale the SSAO sample radius (adjust to your liking)
  118. r.SSAO.Intensity=1.0 ; Set SSAO intensity to 1 (adjust to your liking)
  119. r.SSAO.AutoCompute=0 ; Disable automatic computation of SSAO (for manual tweaking)
  120.  
  121. [/Script/Engine.RendererOverrideSettings]
  122. r.SSAO.Enable=False ; Enable SSAO effect
  123.  
  124. [/Script/Engine.RendererSettings]
  125. r.SSAO.Enable=False ; Enable SSAO effect (added for clarity, can be removed if desired)
  126.  
  127. ; ========================================
  128. ; ✩░▒▓▆▅▃▂▁ SHADOWS SETTINGS ▁▂▃▅▆▓▒░✩
  129. ; ========================================
  130. [/Script/Engine.RendererSettings]
  131. r.Shadow.MaxResolution=2048 ; DEF 2048, 512/1024 for PERFORMANCE , 4096=high
  132. r.Shadow.MaxCSMResolution=1024 ; Maximum cascaded shadow map resolution 512 performance
  133. r.Shadow.MaxCascades=1 ; Maximum number of cascades for directional lights 4 high DEF 3, 1 or 2 for PERFORMANCE
  134. r.Shadow.CSM.MaxCascades=8
  135. r.Shadow.CSM.TransitionScale=1.0 ; Sets the transition scale for cascaded shadow maps DEF 0.8
  136. r.Shadow.DistanceScale=1.0 ; 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
  137. r.Shadow.RadiusThreshold=0.05 ; DEF 0.04, Threshold for shadow rendering
  138. r.Shadow.CSM.FadeResolution=32 ; Fade resolution for cascaded shadow maps
  139. r.Shadow.CSM.SplitPenumbraScale=0.1 ; Scale factor for split penumbra
  140. r.Shadow.CSM.SplitDepthBiasScale=0.01 ; Scale factor for split depth bias
  141. r.Shadow.TexelsPerPixel=2 ; Number of texels per screen pixel for shadow rendering
  142. r.Shadow.NumDynamicShadowCascades=4 ; Number of dynamic shadow cascades
  143. r.Shadow.CSM.NumCascades=4 ; Number of cascades for cascaded shadow maps
  144. r.Shadow.CSM.DepthRange=10000 ; Depth range for cascaded shadow maps
  145. r.Shadow.CSM.CascadeDistributionExponent=3.0 ; Distribution exponent for cascades
  146. r.Shadow.CSM.CascadeTransitionFraction=0.1 ; Transition fraction for cascades
  147. r.Shadow.FadeResolution=128 ; Fade resolution for shadow rendering
  148. r.Shadow.MaxFadeDistance=10000 ; Maximum fade distance for shadow rendering
  149. r.Shadow.MinResolution=8 ; Minimum resolution for shadows
  150. r.Shadow.MinPreShadowResolution=8 ; Minimum resolution for pre-shadow rendering
  151. r.Shadow.PreShadowResolutionFactor=0.5 ; Sets the pre-shadow resolution factor
  152. r.Shadow.CSM.DepthBias=0 ; Depth bias for cascaded shadow maps
  153. r.Shadow.RadiusThresholdMultiplier=1.0 ; Radius threshold multiplier for shadow rendering
  154. r.Mobile.EnableStaticAndCSMShadowReceivers=0 ;Static and cascaded shadow receivers disabled for mobile devices, improving performance.
  155. r.Shadow.CachedShadowsCastFromMovablePrimitives=1 ; DEF 1, 0 for PERFORMANCE
  156. r.Shadow.CacheWholeSceneShadows=1 ; DEF 1
  157. r.Shadow.CacheWPOPrimitives=0 ; DEF 0
  158. r.Shadow.CSMDepthBias=8 ; DEF 10
  159. r.Shadow.FilterMethod=0 ; 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.
  160. r.Shadow.MaxCSMResolution=2048 ; DEF 2048, 1024 for PERFORMANCE , 4096=high
  161. r.Shadow.MaxNumPointShadowCacheUpdatesPerFrame=-1 ; DEF -1
  162. r.Shadow.MaxNumSpotShadowCacheUpdatesPerFrame=-1 ; DEF -1
  163. r.Shadow.OcclusionCullCascadedShadowMaps=0 ; DEF 0
  164. r.Shadow.PointLightDepthBias=0.02 ; DEF 0.02
  165. r.Shadow.PointLightSlopeScaleDepthBias=3 ; DEF 3
  166. r.Shadow.SpotLightTransitionScale=60 ; DEF 60, 7=high faster
  167. r.Shadow.TransitionScale=60 ; DEF 60, 7=high faster
  168. r.ShadowQuality=3 ; DEF 4, 3 for PERFORMANCE
  169. r.Shadow.CSMResolution=256 ; Controls the resolution of grass shadows
  170. r.Shadow.CSMSplitCount=4 ; Determines the number of cascades for grass shadow maps
  171.  
  172. [/Script/Engine.RendererSettings]
  173. r.AmbientOcclusion=1 ; Enables screen-space ambient occlusion
  174. r.GTAO=1 ; Enables Ground Truth Ambient Occlusion (GTAO)
  175.  
  176. [/Script/Engine.RendererOverrideSettings]
  177. ; Ambient occlusion settings
  178. r.DefaultFeature.AmbientOcclusion=False ; Disables default ambient occlusion
  179. r.AmbientOcclusionLevels=0 ; Sets the number of ambient occlusion levels (0 = off, 1 = low, 2 = high)
  180. r.AmbientOcclusionRadiusScale=0.0 ; Sets the ambient occlusion radius scale
  181. r.AmbientOcclusionStaticFraction=0.0 ; Sets the fraction of static occlusion
  182. r.DepthOfFieldQuality=0 ; Disables Depth of Field (DOF) for performance, This is also in 3 other sections
  183. r.AmbientOcclusionFadeDistance=10000.0 ; Distance at which ambient occlusion fades out
  184. r.AllowOcclusionQueries=1 ; Enables occlusion queries for performance improvement
  185.  
  186. [/Script/Engine.RendererSettings]
  187. ; Ground Truth Ambient Occlusion
  188. r.GTAO.Enable=True ; Enables GTAO for Ground Truth Ambient Occlusion
  189. r.AmbientOcclusion.Method=2 ; Sets the method for ambient occlusion (1 = screen-space, 2 = ray tracing)
  190. r.GTAO.FalloffEnd=300 ; Distance at which the occlusion completes the fall-off
  191. r.GTAO.SpatialFilter=0 ; Enable Spatial Filter for GTAO (0: Off, 1: On)
  192. r.GTAO.NumAngles=2 ; Number of angles chosen per pixel for GTAO (must be between 1 and 16)
  193. r.GTAO.UseNormals=1 ; Whether to use GBuffer Normals or Depth Derived normals for GTAO (0: Off, 1: On)
  194. r.GTAO.ThicknessBlend=0.0 ; A heuristic to bias occlusion for thin or thick objects (0: Off, >0: On, bigger values reduce occlusion)
  195. r.GTAO.Combined=1 ; Enable combining GTAO with other ambient occlusion methods (0: Off, 1: On)
  196. r.GTAO.Downsample=1 ; Perform GTAO at half resolution (0: Off, 1: On)
  197. r.GTAO.FalloffStartRatio=0.0 ; Ratio of the r.GTAO.FalloffEnd value at which it starts to fall off (must be between 0 and 1)
  198. r.GTAO.TemporalFilter=1 ; Enable Temporal Filter for GTAO (0: Off, 1: On)
  199. r.GTAO.Upsample=1 ; Enable Simple or Depth-aware upsample filter for GTAO (0: Simple, 1: DepthAware)
  200. r.GTAO.PauseJitter=0 ; Whether to pause Jitter when Temporal filter is off (0: Off, 1: On)
  201. r.GTAO.FilterWidth=4 ; Size of the noise pattern and filter width (5: 5x5 Pattern, 4: 4x4 Pattern)
  202.  
  203. [/Script/Engine.GTAOSettings]
  204. r.GTAO.Resolution=50 ; Resolution factor for GTAO (lower values improve performance)
  205. r.GTAO.SampleSet=1 ; Sample set index for GTAO (1 is the default)
  206. r.GTAO.Bias=0.4 ; Bias factor for GTAO (higher values increase occlusion)
  207. r.GTAO.Power=1.0 ; Power factor for GTAO (higher values increase occlusion)
  208. r.GTAO.MaxDistance=1000.0 ; Maximum distance for GTAO (higher values increase occlusion range)
  209. r.GTAO.HorizonAngle=1.5 ; Horizon angle for GTAO (higher values increase occlusion near horizon)
  210. r.GTAO.NumSteps=8 ; Number of occlusion steps for GTAO (higher values increase quality)
  211. r.GTAO.NumDirections=4 ; Number of directions for GTAO (higher values increase quality)
  212. r.GTAO.NumCutoutSamples=4 ; Number of cutout samples for GTAO (higher values increase quality)
  213. r.GTAO.NumCutoutSampleIterations=2 ; Number of cutout sample iterations for GTAO (higher values increase quality)
  214. r.GTAO.NumRandomRotations=8 ; Number of random rotations for GTAO (higher values increase quality)
  215.  
  216. ; ==================================
  217. ; ✩░▒▓▆▅▃▂▁ RAYTRACING ▁▂▃▅▆▓▒░✩
  218. ; ==================================
  219. [/Script/Engine.RendererSettings]
  220. r.DefaultFeature.RayTracing=1 ; Enable ray tracing
  221. r.RayTracing=1 ; Enable global ray tracing
  222.  
  223. ; Performance settings
  224. r.RayTracing.Reflections.MaxRoughness=0.8 ; Maximum roughness for ray-traced reflections (lower value for better performance)
  225. r.RayTracing.Shadows.MaxCSMRadius=0 ; Maximum cascaded shadow map radius for ray-traced shadows (0 for better performance)
  226. r.RayTracing.AmbientOcclusion.MaxFullResolutionSamplesPerPixel=8 ; Maximum number of samples per pixel for ambient occlusion (lower value for better performance)
  227. r.RayTracing.GlobalIllumination.SamplePerPixel=1 ; Number of samples per pixel for ray-traced global illumination (lower value for better performance)
  228. r.RayTracing.TranslucencyLightingVolumeDim=8 ; Resolution of the ray-traced translucency lighting volume (lower value for better performance)
  229. r.RayTracing.SkyLight.MaxSamplesPerPixel=1 ; Number of samples per pixel for ray-traced skylight (lower value for better performance)
  230.  
  231. ; Additional ray tracing settings
  232. r.RayTracing.UseTextureLod=1 ; Use texture LOD for ray tracing (can improve performance in certain scenarios)
  233. r.RayTracing.ForceAllRayTracingEffects=0 ; Force all ray tracing effects to be enabled (0 for better performance, enable specific effects as needed)
  234.  
  235. ; Quality settings
  236. r.RayTracing.Quality=1 ; Overall ray tracing quality (0 for lower quality, 1 for balanced, 2 for high quality)
  237. r.RayTracing.Reflections.MaxBounces=2 ; Maximum number of bounces for ray-traced reflections (higher value for more accurate reflections, but impacts performance)
  238. r.RayTracing.Shadows.MaxRayDistance=10000 ; Maximum ray distance for ray-traced shadows (higher value for longer shadows, but impacts performance)
  239. r.RayTracing.AmbientOcclusion.MaxRayDistance=1000 ; Maximum ray distance for ambient occlusion (higher value for larger occlusion radius, but impacts performance)
  240.  
  241. ; Memory and cache settings
  242. r.RayTracing.Cache.NumGB=8 ; Amount of GPU memory to allocate for ray tracing (increase if running out of memory)
  243. r.RayTracing.Cache.SampleFactor=2 ; Memory usage factor for ray tracing cache (higher value for more aggressive caching)
  244.  
  245. ; Debugging and profiling
  246. r.RayTracing.Debug.VisualizeMeshBVH=0 ; Visualize mesh bounding volume hierarchy (0 for better performance)
  247. r.RayTracing.Debug.VisualizeMaterialGBuffer=0 ; Visualize material G-buffer for debugging (0 for better performance)
  248.  
  249. ; ===============================================
  250. ; ✩░▒▓▆▅▃▂▁ INTEL Xe SUPER SAMPLING ▁▂▃▅▆▓▒░✩
  251. ; ===============================================
  252. ;r.TemporalAA.Upsampling=1 needed below in AA section
  253. [/Script/Engine.RendererSettings]
  254. r.IntelXeSS.Enabled=1 ; Enable Intel XeSS
  255. r.IntelXeSS.Quality=2 ; Set Intel XeSS quality level (0 = Performance, 1 = Balanced, 2 = Quality)
  256. r.IntelXeSS.Sharpening=0.0 ; Set Intel XeSS sharpening strength (0.0 to 1.0)
  257.  
  258. ; Optional Settings
  259. r.IntelXeSS.Denoising=1 ; Enable Intel XeSS denoising (0 = Off, 1 = On)
  260. r.IntelXeSS.DenoisingStrength=0.75 ; Set Intel XeSS denoising strength (0.0 to 1.0)
  261. r.IntelXeSS.Smoothness=0.5 ; Set Intel XeSS smoothness factor (0.0 to 1.0)
  262.  
  263. ; Advanced Settings
  264. r.IntelXeSS.RayTracingResolution=1.0 ; Set Intel XeSS ray tracing resolution scale (0.1 to 2.0)
  265. r.IntelXeSS.RayTracingUpsample=1 ; Enable Intel XeSS upsampling for ray tracing (0 = Off, 1 = On)
  266.  
  267. ; ====================================
  268. ; ✩░▒▓▆▅▃▂▁ ANTIALIASING ▁▂▃▅▆▓▒░✩
  269. ; ====================================
  270. [/Script/Engine.RendererSettings]
  271. r.PostProcessAAQuality=6 ; 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.
  272. r.DefaultFeature.AntiAliasing=4 ; Set the anti-aliasing quality. Values: 0 (off), 1 = MSAA, 2 (FXAA), 4 (TemporalAA), 6 (MSAA), 8 (TAA)
  273. 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)
  274. r.TemporalAASamples=4 ; 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
  275.  
  276. ; TXAA settings
  277. r.TemporalAA.Upsampling=1 ; 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
  278.  
  279. r.TemporalAA.Upsampling.NumMips=3 ; Number of MIP levels to use for upsampling
  280. r.TemporalAA.Upsampling.MinMipCount=1 ; Minimum MIP level to use for upsampling
  281. r.TemporalAA.Upsampling.MaxFilterWidth=16 ; Maximum filter width for upsampling
  282. r.TemporalAA.Upsampling.Sharpen=0.0 ; Adjust the sharpness of the upsampling filter
  283. r.TemporalAA.Upsampling.ViewDistanceScale=1.0 ; Scale the upsampling effect based on view distance
  284.  
  285. ; Additional settings for fine-tuning TXAA
  286. r.TemporalAA.HistoryConvolution.BoxSigma=0.1 ; Sigma value for the box filter used in the history convolution
  287. r.TemporalAA.HistoryConvolution.Sharpen=0.0 ; Adjust the sharpness of the history convolution filter
  288. r.TemporalAA.HistoryConvolution.FastFilter=0 ; Enable fast filtering for history convolution
  289. r.TemporalAA.Upsampling.DepthJitter=0 ; Amount of depth jittering for upsampling
  290. r.TemporalAA.Upsampling.PatternJitter=0 ; Amount of pattern jittering for upsampling
  291. r.TemporalACCatmullRom=1
  292. r.TemporalAAPauseCorrect=1 ; DEF 1
  293. r.TemporalAASharpen=0.0 ;To change the level of sharpening for "r.TemporalAASharpen=", (0.1 , 0.2 , 0.3 , 0.4 = Lower to Higher TAA Sharpening).
  294. r.TemporalAADynamicSharpen=0.0
  295. r.TemporalAAFilterSize=0.1 ; 0.0 = sharper/aliased, 1.0 = default smooth/blurry
  296. r.TemporalAASharpness=0.0 ; DEF 1
  297. r.TemporalAACatmullRom=1 ; DEF 0
  298.  
  299. ; FXAA settings
  300. ; FXAA quality settings
  301. r.TonemapperQuality=0 ; 0 = Low, 1 = High - Adjusts the tonemapper quality used with FXAA
  302.  
  303. ; FXAA performance settings
  304. r.ForcePrecomputedVisibility=0 ; 0 = Disabled, 1 = Enabled - Disables precomputed visibility to improve performance with FXAA
  305. r.AllowLandscapeShadows=0 ; 0 = Disabled, 1 = Enabled - Disables landscape shadows for better FXAA performance
  306. ; r.AllowStaticLighting=1 ; 0 = Disabled, 1 = Enabled - Allows static lighting to improve FXAA performance **this setting is in lighting section.**
  307.  
  308. ; FXAA optimizations
  309. r.AllowHMDWarp=1 ; 0 = Disabled, 1 = Enabled - Enables distortion for VR rendering
  310. r.OneFrameThreadLag=0 ; 0 = Disabled, 1 = Enabled - Reduces latency by lagging the frame output by one frame
  311.  
  312. r.Upscale.Quality=4 ; 0-5, 3 = default
  313.  
  314. ; ====================================
  315. ; ✩░▒▓▆▅▃▂▁ REFLECTIONS ▁▂▃▅▆▓▒░✩
  316. ; ====================================
  317. [/Script/Engine.RendererOverrideSettings]
  318. r.SSR.Quality=0 ; Disables screen space reflections for improved performance.
  319. r.SSR.MaxRoughness=0.2 ; Adjusts the maximum roughness for screen space reflections.
  320. r.SSR.RayMaxRoughness=0.2 ; Adjusts the maximum roughness for ray traced reflections.
  321. r.SSR.Quality=0 ; Disables screen space reflections for improved performance.
  322. r.SSR.HalfRes=False ; Disables half-resolution reflections for improved quality.
  323. r.SSR.Temporal=0 ; Temporal screen space reflections (SSR) disabled for improved performance.
  324. r.SSR.Stencil=0 ; Stencil for screen space reflections (SSR) disabled for improved performance.
  325. r.SSR.HalfResSceneColor=1 ; Half-resolution scene color enabled for screen space reflections (SSR), improving performance.
  326.  
  327. [/Script/Engine.RendererSettings]
  328. r.ReflectionEnvironment=1 ; Enables reflection environment
  329. r.ReflectionCaptureResolution=256 ; Sets the resolution of reflection captures to 256x256 0r 128 for performance.
  330. r.ReflectionEnvironmentLightmapMixBasedOnRoughness=1 ; Enables roughness-based mix of reflection environment lightmap.
  331. r.ReflectionEnvironmentLightmapMixLargestWeight=1.0 ; Sets the weight for the largest mip of the reflection environment lightmap.
  332. r.ReflectionEnvironmentLightmapMixFinalWeighting=0.5 ; Sets the weighting for the final calculation of the reflection environment lightmap.
  333. r.ReflectionCaptureResolutionSkylight=128 ; Sets the resolution for skylight reflection captures
  334. r.ReflectionEnvironmentResolution=128 ; Sets the resolution for the reflection environment
  335. r.ForceLQReflections=1 ; Low-quality reflections forced for improved performance.
  336. r.ReflectionsQuality=3 ; Reflection quality (0 to 4, higher values provide better quality but may impact performance)
  337. r.ReflectionsMaxRoughness=0.8 ; Maximum roughness value for reflections
  338. r.ReflectionsSamplesPerPixel=4 ; Number of reflection samples per pixel
  339. r.RefractionQuality=0 ; Refraction quality set to 0, disabling it for performance.
  340.  
  341. ; ============================================
  342. ; ✩░▒▓▆▅▃▂▁ CHROMATIC ABERRATION ▁▂▃▅▆▓▒░✩
  343. ; ============================================
  344. [/Script/Engine.RendererOverrideSettings]
  345. ; ChromaticAberration Off
  346. r.ChromaticAberration=False ; Disable chromatic aberration for better performance
  347.  
  348. [/Script/Engine.RendererSettings]
  349. r.ChromaticAberration=False ; Disable chromatic aberration for better performance
  350.  
  351. ; ====================================
  352. ; ✩░▒▓▆▅▃▂▁ MOTIONBLUR ▁▂▃▅▆▓▒░✩
  353. ; ====================================
  354. [SystemSettings]
  355. ; MotionBlur Off
  356. r.DefaultFeature.MotionBlur=false
  357. r.MotionBlurQuality=0 ; This setting controls the quality level of motion blur
  358. r.MotionBlur.Scale=2.0 ; This setting determines the scale or intensity of motion blur
  359. r.FastBlurThreshold=0 ; This setting controls the threshold for fast blur
  360. r.TranslucencyVolumeBlur=0 ; This setting controls the volume blur for translucency
  361.  
  362. ; ===========================
  363. ; ✩░▒▓▆▅▃▂▁ DOF ▁▂▃▅▆▓▒░✩
  364. ; ===========================
  365. [/Script/Engine.Engine]
  366. ; DepthOfField Off
  367. r.DefaultFeature.DepthOfField=False
  368. 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.
  369. r.GaussianDOF=0
  370. r.DepthOfField.FarBlur=0
  371. r.DOF.Kernel.MaxBackgroundRadius=0.0000
  372.  
  373. [/Script/Engine.RendererSettings]
  374. 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.
  375. r.DepthOfField.MaxBokehSize=64 ; Controls the maximum size of the bokeh. Increase this value for larger, more pronounced bokeh.
  376. r.DepthOfField.MaxNearBlurSize=32 ; Sets the maximum size of the near blur. Increase this value for a stronger near blur effect.
  377. r.DepthOfField.MaxFarBlurSize=256 ; Sets the maximum size of the far blur. Increase this value for a stronger far blur effect.
  378. r.DepthOfField.FarBlurKernelSize=32 ; Controls the kernel size for the far blur. Adjust as needed for a desired level of blurring.
  379. r.DepthOfField.NearBlurKernelSize=16 ; Controls the kernel size for the near blur. Adjust as needed for a desired level of blurring.
  380. r.DepthOfField.DepthBlurRadius=0.5 ; Controls the radius of the depth blur effect. Adjust as needed for a desired level of blurring.
  381. r.DepthOfField.DepthBlurAmount=1.0 ; Controls the overall amount of depth blur effect. Increase this value for a stronger depth blur.
  382. 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.
  383. 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.
  384. r.DepthOfFieldNearTransitionRegion=0.15 ; Controls the transition region between the focused and unfocused areas near the camera.
  385. r.DepthOfFieldFarTransitionRegion=0.15 ; Controls the transition region between the focused and unfocused areas far from the camera.
  386. 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.
  387. 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.
  388. r.DepthOfField.MaxBokehBlurRadius=64 ; Controls the maximum blur radius for bokeh. Increase this value for a larger, more blurred bokeh effect.
  389. r.DepthOfField.BokehRadiusScale=2.0 ; Scales the radius of the bokeh. Increase this value for a larger bokeh effect.
  390. r.DepthOfField.BokehShape=0.5 ; Sets the shape of the bokeh. Adjust as needed for different bokeh shapes.
  391. 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.
  392. 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.
  393.  
  394. ; ================================
  395. ; ✩░▒▓▆▅▃▂▁ LIGHTING ▁▂▃▅▆▓▒░✩
  396. ; ================================
  397. [/Script/Engine.RendererSettings]
  398. ; Light functions settings
  399. r.DefaultFeature.LightFunctions=1 ; Enables light functions
  400. r.LightFunctionQuality=1 ; Sets the light function quality (0 = low, 1 = high)
  401. r.TranslucencyLightingVolumeDim=8 ; Dimensions of the lighting volume for translucent materials set to 8, reducing memory usage. 24=High
  402. r.LightMaxDrawDistanceScale=10 ; Maximum draw distance of lights. Reduce to 0.5 for 50% for improved performance. Values above 10 do not increase lights any further. Default is 1.
  403. r.AllowStaticLighting=0 ; Disable static lighting to rely more on dynamic lighting and color accuracy. Disable reduce memory usage
  404. r.LightPropagationVolume=0 ; Light propagation volume (LPV) disabled for improved performance.
  405.  
  406. ; Light shafts settings (also known as God rays)
  407. r.LightShaftQuality=1 ; Sets the light shaft quality (0 = low, 1 = high) set to 0, disabling it for performance.
  408.  
  409. ; Particle system settings
  410. r.ParticleLightQuality=1 ; Sets the particle light quality (0 = low, 1 = high)
  411.  
  412. ; Miscellaneous settings
  413. r.LightCullingQuality=1 ;Light culling quality set to 1 for improved performance.
  414.  
  415. ; LensFlare
  416. r.LensFlareIntensity=0.3 ; Set the lens flare intensity for the overall scene
  417. r.LensFlareThreshold=0.8 ; Set the lens flare threshold for the overall scene
  418. r.LensFlareSize=0.05 ; Set the lens flare size for the overall scene
  419. r.LensFlareQuality=1 ;r.LensFlareQuality determines the quality of lens flares in the game.0 disables lens flares, while higher values increase the quality.
  420. 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.
  421. 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.
  422. 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.
  423. 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.
  424. r.LensFlareOcclusionDepthRange=1000 ;r.LensFlareOcclusionDepthRange determines the depth range for occlusion queries with lens flares. =1000 sets the depth range in centimeters.
  425.  
  426. ; ===========================
  427. ; ✩░▒▓▆▅▃▂▁ FOG ▁▂▃▅▆▓▒░✩
  428. ; ===========================
  429. [/Script/Engine.RendererSettings]
  430. ; Fog related settings
  431. r.Fog=1 ; Enables or disables fog in the scene. Set to 1 to enable fog, or 0 to disable.
  432. r.FogDensity=0.2 ; Sets the overall density of the fog. Higher values result in denser fog, while lower values create thinner fog.
  433. 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.
  434. r.FogMaxOpacity=1.0 ; Sets the maximum opacity of the fog. The fog will appear fully opaque at this value.
  435. r.FogStartDistance=1000.0 ; Specifies the distance from the camera at which the fog begins. Objects beyond this distance will be affected by the fog.
  436. 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.
  437. r.FogColor=0.5, 0.5, 0.5 ; 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.
  438. 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.
  439. r.FogInscatteringTexture=Texture2D'EngineResources.WhiteSquareTexture' ; Specifies a texture that controls the inscattering of light by the fog. You can assign a texture asset here.
  440. 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.
  441. 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.
  442. 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.
  443.  
  444. ; =============================
  445. ; ✩░▒▓▆▅▃▂▁ GRASS ▁▂▃▅▆▓▒░✩
  446. ; =============================
  447. [/Script/Engine.Engine]
  448. ; Grass settings (3 option in shadows section that effect grass)
  449. r.Grass.FadeRange=5000 ; Controls the distance at which grass will begin to fade out from the camera
  450. r.Grass.MaxDrawDistance=10000 ; Controls the maximum draw distance for grass
  451. r.Grass.MinScreenSize=0.1 ; Determines the minimum screen size a grass blade must occupy to be drawn
  452. r.Grass.DensityScale=2 ; Controls the density of grass blades 2 high, DEF 1, 0.6 for PERFORMANCE
  453. r.Grass.WidthScale=1.0 ; Controls the thickness of grass blades
  454. r.Grass.EnableShadows=1 ; Enables or disables grass shadows
  455. r.Shadow.CSMResolution=256 ; Controls the resolution of grass shadows
  456. r.Shadow.CSMSplitCount=4 ; Determines the number of cascades for grass shadow maps
  457. r.Grass.UseVertexColor=1 ; Enables or disables grass vertex coloring
  458. r.Grass.MaxClusterInstances=8 ; Controls the maximum number of grass blades per cluster
  459. r.Grass.MaxClusterComponents=32 ; Controls the maximum number of grass clusters per componen
  460. r.Landscape.EnableGrassVisibilityCulling=1 ; Enables or disables culling of grass based on landscape visibility
  461. r.Landscape.GrassVisibilitySampleCount=16 ; Controls the number of grass samples used for visibility culling
  462. r.Grass.Collision=1 ; Enables or disables collision of grass with other objects
  463. r.Grass.MaxCollisionPerBlade=4 ; Controls the maximum number of collisions per grass blade
  464.  
  465. [/Script/Engine.GameUserSettings]
  466. grass.DisableDynamicShadows=0 ; DEF 0, 1 for PERFORMANCE
  467. grass.TickInterval=10 ; DEF 1, 10 for PERFORMANCE
  468. grass.MaxUpdateFrequency=40
  469.  
  470. ; ===============================
  471. ; ✩░▒▓▆▅▃▂▁ FOLIAGE ▁▂▃▅▆▓▒░✩
  472. ; ===============================
  473. [/Script/Engine.Engine]
  474. ; Foliage related settings
  475. r.Foliage.DynamicallyShadowFarLod=1 ; Enable or disable dynamic foliage shadows
  476.  
  477. ; Foliage draw distance settings
  478. foliage.LODDistanceScale=1.4 ; Adjust the maximum distance at which foliage is rendered DEF 1, quality 4
  479. foliage.MinLODDistanceScale=0.1 ; Adjust the distance at which the highest quality foliage is rendered
  480.  
  481. ; Foliage density settings
  482. foliage.DensityScale=1.5 ; Adjust the overall density of the foliage 2 high, DEF 0.8, 0.6 or 0 for PERFORMANCE
  483. foliage.GrassDensityScale=1.0 ; Adjust the density of the grass
  484. foliage.TreeDensityScale=1.0 ; Adjust the density of the trees
  485.  
  486. ; Foliage lighting settings
  487. foliage.EnableStaticLighting=1 ; Enable or disable dynamic lighting for foliage
  488. foliage.EnableGrassLighting=1 ; Enable or disable dynamic lighting for grass
  489.  
  490. ; Foliage shadow settings
  491. foliage.MaxShadowResolution=1024 ; Adjust the resolution of the foliage shadows
  492. foliage.ShadowDistanceScale=1.0 ; Adjust the distance at which foliage shadows are cast
  493.  
  494. ; Foliage collision settings
  495. foliage.DisableCollision=0 ; Enable or disable collision for foliage
  496. foliage.SelfShadowing=1 ; Enable or disable self-shadowing for foliage
  497.  
  498. ; Foliage wind settings
  499. foliage.bAllowWind=1 ; Enable or disable wind for foliage
  500. foliage.WindStrength=1.0 ; Adjust the strength of the wind affecting foliage
  501. foliage.WindSpeed=1.0 ; Adjust the speed of the wind affecting foliage
  502.  
  503. [/Script/Foliage.FoliageConfig]
  504. foliage.DitheredLOD=1 ; DEF 1, quality 5
  505. foliage.MinimumScreenSize=0.009 ; DEF 0.0001
  506. foliage.MinLOD=1 ; DEF 0, 1 for PERFORMANCE
  507. foliage.MinVertsToSplitNode=8192 ; DEF 8192
  508. foliage.OverestimateLOD=0 ; DEF 0
  509.  
  510. ; =====================================================
  511. ; ✩░▒▓▆▅▃▂▁ SKY SUN CLOUDS BLOOM VINGETTE ▁▂▃▅▆▓▒░✩
  512. ; =====================================================
  513. ; Sky, Sun, and Clouds related settings
  514. [/Script/Engine.RendererSettings]
  515. r.SkyLight=1 ; Enable or disable dynamic skies
  516. r.Atmosphere=1 ; Enable or disable atmospheric fog
  517. r.Sun=1.0 ; Set the intensity of the sun
  518. r.SunColor=(1.0, 1.0, 1.0) ; Set the color of the sun
  519. r.VolumetricClouds=1 ; Enable or disable volumetric clouds
  520. r.VolumetricCloudDensity=0.5 ; Set the density of volumetric clouds
  521. r.VolumetricCloudHeight=1000.0 ; Set the height of volumetric clouds
  522. r.VolumetricCloudCoverage=0.8 ; Set the coverage of volumetric clouds
  523. r.VolumetricCloudScale=1.0 ; Set the scale of volumetric clouds
  524.  
  525. [/Script/Engine.RendererSettings.RayTracingQualityOverrides]
  526. r.RayTracingClouds=1 ; Enable or disable ray-traced clouds
  527. r.RayTracingCloudQuality=2 ; Set the quality of ray-traced clouds
  528. r.RayTracingCloudResolution=512 ; Set the resolution of ray-traced clouds
  529.  
  530. [/Script/Engine.RendererSettings.CloudShadows]
  531. r.CloudShadows=1 ; Enable or disable cloud shadows
  532. r.CloudShadowIntensity=0.8 ; Set the intensity of cloud shadows
  533. r.CloudShadowColor=(0.2, 0.2, 0.2) ; Set the color of cloud shadows
  534.  
  535. [/Script/Engine.RendererSettings.Godrays]
  536. r.Godrays=1 ; Enable or disable Godrays
  537. r.GodrayIntensity=0.5 ; Set the intensity of Godrays
  538. r.GodrayColor=(1.0, 1.0, 0.8) ; Set the color of Godrays
  539. r.GodrayDensity=0.3 ; Set the density of Godrays
  540. r.GodraySize=0.1 ; Set the size of Godrays
  541. r.GodrayFalloff=0.5 ; Set the falloff of Godrays
  542.  
  543. [/Script/Engine.RendererSettings.SkyQuality]
  544. r.SkyQuality=2.0 ; Set the quality of the overall sky
  545.  
  546. [/Script/Engine.RendererSettings.DynamicWeather]
  547. r.DynamicWeather=1 ; Enable or disable dynamic weather
  548. r.WindSpeed=10.0 ; Set the wind speed for dynamic weather
  549. r.WindDirection=(0.5, 0.0, 0.5) ; Set the direction of the wind for dynamic weather
  550. r.CloudCoverage=0.6 ; Set the overall cloud coverage for dynamic weather
  551. r.CloudDensity=0.4 ; Set the cloud density for dynamic weather
  552. r.RainIntensity=0.2 ; Set the rain intensity for dynamic weather
  553. r.SnowIntensity=0.1 ; Set the snow intensity for dynamic weather
  554. r.FogDensity=0.3 ; Set the fog density for dynamic weather
  555. r.FogColor=(0.8, 0.8, 0.8) ; Set the fog color for dynamic weather
  556.  
  557. [/Script/Engine.RendererSettings]
  558. ; Bloom related settings - Bloom Off
  559. r.DefaultFeature.Bloom=False
  560. r.Bloom.Cross=0 ; DEF 0, 0.7777 for anamorphic
  561. r.Bloom.HalfResolutionFFT=0 ; DEF 0
  562. r.BloomQuality=0 ; Determines the quality of the bloom effect. Values range from 0 to 4, where 0 is the lowest quality and 4 is the highest.
  563. 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.
  564. r.BloomThreshold=0.25 ; Specifies the luminance threshold above which pixels will bloom. Adjust this value to control the intensity of the bloom effect.
  565.  
  566. 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.
  567. 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.
  568. 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.
  569. 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.
  570. 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.
  571. 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.
  572. 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.
  573. 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.
  574. 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.
  575. 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.
  576. 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.
  577. 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.
  578. r.BloomIntensity=0.2 ; Set the bloom intensity for the overall scene
  579. r.BloomSize=0.1 ; Set the bloom size for the overall scene
  580.  
  581. [SystemSettings]
  582. r.VignetteIntensity=0.0 ; Set the vignette intensity for the overall scene
  583. r.VignetteSize=0.9 ; Set the vignette size for the overall scene
  584.  
  585. [WeatherSettings]
  586. ;r.WeatherType Clear ; Set the weather type for the scene
  587. r.CloudType=Cumulus ; Set the cloud type for the scene
  588. r.CloudShape=Puffy ; Set the cloud shape for the scene
  589. r.CloudWindSpeed=10.0 ; Set the wind speed for the clouds
  590. r.CloudWindDirection=(0.5, 0.0, 0.5) ; Set the wind direction for the clouds
  591. r.CloudWindCoverage=0.6 ; Set the cloud coverage for the clouds
  592. r.CloudWindDensity=0.4 ; Set the cloud density for the clouds
  593. r.CloudRainIntensity=0.2 ; Set the rain intensity for the clouds
  594. r.CloudSnowIntensity=0.1 ; Set the snow intensity for the clouds
  595. r.CloudFogDensity=0.3 ; Set the fog density for the clouds
  596. r.CloudFogColor=(0.8, 0.8, 0.8) ; Set the fog color for the clouds
  597.  
  598. ; ============================
  599. ; ✩░▒▓▆▅▃▂▁ SSGI ▁▂▃▅▆▓▒░✩
  600. ; ============================
  601. ; Disabled to use Ground Truth Ambient Occlusion (GTAO) feature
  602. [/Script/Engine.RendererSettings]
  603. r.SSGI.Enable=0 ; Enable Screen Space Global Illumination (SSGI)
  604. r.SSGI.SampleCount=16 ; Number of samples for SSGI (increase for higher quality, but higher performance cost)
  605. r.SSGI.Integration.Quality=2 ; SSGI integration quality (0-4, 0 being the lowest quality and 4 being the highest)
  606. r.SSGI.HalfResSceneColor=1 ; Use half-resolution scene color for SSGI (improves performance at the cost of some quality)
  607.  
  608. ; Resolution settings
  609. r.SSGI.HalfResSceneDepth=1 ; Use half-resolution scene depth for SSGI (improves performance at the cost of some quality)
  610. r.SSGI.HalfResSceneDepthTemporalAA=1 ; Use half-resolution scene depth for SSGI temporal anti-aliasing (TAA)
  611.  
  612. ; Performance optimizations
  613. r.SSGI.TemporalAccumulation=1 ; Enable temporal accumulation for SSGI (improves quality at the cost of some performance)
  614. r.SSGI.HistoryConvolutionRadius=2 ; Radius for SSGI history convolution (increase for larger influence, but higher performance cost)
  615. r.SSGI.Integration.MaxScreenRadius=0.05 ; Maximum screen radius for SSGI integration (increase for larger influence, but higher performance cost)
  616. ; r.SSGI.Quality=0 ; DEF 2, 0 for PERFORMANCE but glitchy, has been replaced with "r.DefaultFeature.AntiAliasingQuality"
  617.  
  618. ; ==============================================
  619. ; ✩░▒▓▆▅▃▂▁ SUBSURFACE POSTPROCESS ▁▂▃▅▆▓▒░✩
  620. ; ==============================================
  621. [/Script/Engine.RendererSettings]
  622. r.SubsurfaceScattering=1 ;# Enables subsurface scattering
  623. r.SSS.Scale=2.5 ;# Scale factor for subsurface scattering
  624. r.SSS.Filter=2 ;# Subsurface scattering filter mode
  625. r.SSS.Quality=1 ;# Subsurface scattering quality level
  626. r.SSS.SampleSet=2 ;# Subsurface scattering sample set
  627. r.SSS.Checkerboard=0 ;# Disables subsurface scattering checkerboard pattern
  628. r.SSS.HalfRes=0 ;# Disables subsurface scattering half resolution
  629. r.SubsurfaceQuality=1 ;# Subsurface quality level (possibly deprecated)
  630. r.SSS.Burley.NumSamplesOverride=0 ;# Overrides the number of samples used in Burley subsurface scattering
  631. r.SSS.Burley.Quality=0 ;# Quality level for Burley subsurface scattering (N/A)
  632. r.SSS.Burley.BilateralFilterKernelFunctionType=1 ;# Burley subsurface scattering bilateral filter kernel function type
  633.  
  634. [/Script/Engine.RendererOverrideSettings]
  635. r.SubsurfaceScattering=0 ;# Disables overriding subsurface scattering
  636.  
  637. ; =========================================
  638. ; ✩░▒▓▆▅▃▂▁ TEXTURE STREAMING ▁▂▃▅▆▓▒░✩
  639. ; =========================================
  640. [/Script/Engine.RendererSettings]
  641. r.TextureStreaming=True
  642. [/Script/Engine.Engine]
  643. bUseBackgroundLevelStreaming=False ;helps ensure that the increased view distance setting persists during gameplay and less streming from disk but higher memory ussage.
  644.  
  645. ;TEXTUREGROUPS
  646. [/Script/Engine.TextureLODSettings]
  647. TEXTUREGROUP_World=(MinLODSize=1,MaxLODSize=2048,LODBias=0,MinMagFilter=aniso,MipFilter=aniso,MipGenSettings=TMGS_Unfiltered,NumStreamedMips=0)
  648. TEXTUREGROUP_WorldNormalMap=(MinLODSize=1,MaxLODSize=2048,LODBias=0,MinMagFilter=aniso,MipFilter=aniso,MipGenSettings=TMGS_Unfiltered,NumStreamedMips=0)
  649. TEXTUREGROUP_WorldSpecular=(MinLODSize=1,MaxLODSize=2048,LODBias=0,MinMagFilter=aniso,MipFilter=aniso,MipGenSettings=TMGS_Sharpen1,NumStreamedMips=0)
  650. TEXTUREGROUP_Character=(MinLODSize=1,MaxLODSize=4096,LODBias=0,MinMagFilter=aniso,MipFilter=aniso,MipGenSettings=TMGS_Unfiltered,NumStreamedMips=0)
  651. TEXTUREGROUP_CharacterNormalMap=(MinLODSize=1,MaxLODSize=4096,LODBias=0,MinMagFilter=aniso,MipFilter=aniso,MipGenSettings=TMGS_Unfiltered,NumStreamedMips=0)
  652. TEXTUREGROUP_CharacterSpecular=(MinLODSize=1,MaxLODSize=2048,LODBias=0,MinMagFilter=aniso,MipFilter=aniso,MipGenSettings=TMGS_Sharpen1,NumStreamedMips=0)
  653. TEXTUREGROUP_Weapon=(MinLODSize=1,MaxLODSize=2048,LODBias=0,MinMagFilter=aniso,MipFilter=aniso,MipGenSettings=TMGS_Unfiltered,NumStreamedMips=0)
  654. TEXTUREGROUP_WeaponNormalMap=(MinLODSize=1,MaxLODSize=2048,LODBias=0,MinMagFilter=aniso,MipFilter=aniso,MipGenSettings=TMGS_Unfiltered,NumStreamedMips=0)
  655. TEXTUREGROUP_WeaponSpecular=(MinLODSize=1,MaxLODSize=2048,LODBias=0,MinMagFilter=aniso,MipFilter=aniso,MipGenSettings=TMGS_Sharpen1,NumStreamedMips=0)
  656. TEXTUREGROUP_Vehicle=(MinLODSize=1,MaxLODSize=2048,LODBias=0,MinMagFilter=aniso,MipFilter=aniso,MipGenSettings=TMGS_Unfiltered,NumStreamedMips=0)
  657. TEXTUREGROUP_VehicleNormalMap=(MinLODSize=1,MaxLODSize=2048,LODBias=0,MinMagFilter=aniso,MipFilter=aniso,MipGenSettings=TMGS_Unfiltered,NumStreamedMips=0)
  658. TEXTUREGROUP_VehicleSpecular=(MinLODSize=1,MaxLODSize=2048,LODBias=0,MinMagFilter=aniso,MipFilter=aniso,MipGenSettings=TMGS_Sharpen1,NumStreamedMips=0)
  659. TEXTUREGROUP_Cinematic=(MinLODSize=1,MaxLODSize=2048,LODBias=0,MinMagFilter=aniso,MipFilter=aniso,MipGenSettings=TMGS_Unfiltered,NumStreamedMips=0)
  660. TEXTUREGROUP_Effects=(MinLODSize=1,MaxLODSize=2048,LODBias=0,MinMagFilter=linear,MipFilter=point,MipGenSettings=TMGS_Unfiltered,NumStreamedMips=0)
  661. TEXTUREGROUP_EffectsNotFiltered=(MinLODSize=1,MaxLODSize=2048,LODBias=0,MinMagFilter=aniso,MipFilter=aniso,MipGenSettings=TMGS_Unfiltered,NumStreamedMips=0)
  662. TEXTUREGROUP_Skybox=(MinLODSize=1,MaxLODSize=2048,LODBias=0,MinMagFilter=aniso,MipFilter=aniso,MipGenSettings=TMGS_Unfiltered,NumStreamedMips=0)
  663. TEXTUREGROUP_UI=(MinLODSize=1,MaxLODSize=2048,LODBias=0,MinMagFilter=aniso,MipFilter=aniso,MipGenSettings=TMGS_Unfiltered,NumStreamedMips=0)
  664. TEXTUREGROUP_Lightmap=(MinLODSize=1,MaxLODSize=2048,LODBias=0,MinMagFilter=aniso,MipFilter=aniso,MipGenSettings=TMGS_Blur5,NumStreamedMips=0)
  665. TEXTUREGROUP_Shadowmap=(MinLODSize=1,MaxLODSize=2048,LODBias=0,MinMagFilter=aniso,MipFilter=aniso,MipGenSettings=TMGS_Blur5,NumStreamedMips=0)
  666. TEXTUREGROUP_RenderTarget=(MinLODSize=1,MaxLODSize=2048,LODBias=0,MinMagFilter=aniso,MipFilter=aniso,MipGenSettings=TMGS_Unfiltered,NumStreamedMips=0)
  667. TEXTUREGROUP_MobileFlattened=(MinLODSize=1,MaxLODSize=2048,LODBias=0,MinMagFilter=aniso,MipFilter=aniso,MipGenSettings=TMGS_Unfiltered,NumStreamedMips=0)
  668. TEXTUREGROUP_Terrain_Heightmap=(MinLODSize=1,MaxLODSize=2048,LODBias=0,MinMagFilter=aniso,MipFilter=aniso,MipGenSettings=TMGS_Unfiltered,NumStreamedMips=0)
  669. TEXTUREGROUP_Terrain_Weightmap=(MinLODSize=1,MaxLODSize=2048,LODBias=0,MinMagFilter=aniso,MipFilter=aniso,MipGenSettings=TMGS_Unfiltered,NumStreamedMips=0)
  670. TEXTUREGROUP_Bokeh=(MinLODSize=1,MaxLODSize=1,LODBias=0,MinMagFilter=linear,MipFilter=linear)
  671. TEXTUREGROUP_Pixels2D=(MinLODSize=1,MaxLODSize=2048,LODBias=0,MinMagFilter=point,MipFilter=point)
  672. TEXTUREGROUP_IESLightProfile=(MinLODSize=1,MaxLODSize=2048,LODBias=0,MinMagFilter=aniso,MipFilter=point)
  673. TEXTUREGROUP_HDR=(MinLODSize=1,MaxLODSize=2048,LODBias=0,MinMagFilter=aniso,MipFilter=point)
  674. MinLODSize=2048
  675. MaxLODSize=8192
  676.  
  677. [/Script/Engine.RendererSettings]
  678. r.Streaming.FullyLoadUsedTextures=0 ; Configured for performance. It allows textures to be loaded partially instead of fully loading them, improving memory usage.
  679. r.Streaming.DropMips=0 ; Configured for performance. It disables the dropping of mipmaps, ensuring all mip levels are loaded, which can improve image quality.
  680. r.Streaming.HiddenPrimitiveScale=0.5 ; Configured for performance. It scales down the streaming bounds for hidden primitives, reducing the memory usage for streaming.
  681. r.Streaming.HLODStrategy=0 ; Configured for performance. It disables Hierarchical Level of Detail (HLOD) strategy, which can improve performance at the cost of some visual quality.
  682. r.Streaming.MipBias=-0.5 ; Configured for performance. can improve performance by reducing the rendering cost of high-resolution textures.
  683. r.Streaming.UseAllMips=0 ; 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.
  684. r.MaxAnisotropy=16 ; Configured for performance. It sets the maximum anisotropic filtering level to 8, which balances image quality and performance.
  685. 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.
  686. r.Streaming.PoolSize=8000 ; Configured for performance. It sets the streaming pool size to 8000 MB, which determines the amount of memory reserved for texture streaming.0 = auto
  687. r.Streaming.MaxTempMemoryAllowed=4096 ; 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.
  688. r.RenderTargetPoolMin=2048 ; Configured for performance. It sets the minimum size of the render target pool to 2048 MB, which affects the memory allocation for render targets.
  689.  
  690. [TextureStreaming]
  691. 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.
  692. 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.
  693. 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.
  694. 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.
  695. 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.
  696. 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.
  697. 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.
  698. r.Streaming.MaxTempMemoryAllowed=4096 ; 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.
  699. 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.
  700.  
  701. [SystemSettings]
  702. 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.
  703. 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.
  704. 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.
  705.  
  706. [AsyncLoading]
  707. r.Streaming.UseNewMetrics=1 ; Enables new streaming metrics for async loading
  708.  
  709. [TextureStreaming]
  710. r.Streaming.PoolSizeVRAMPercentage=20 ; Sets the percentage of VRAM to be used for texture streaming pool
  711.  
  712. [Engine.Engine]
  713. ;old Unreal 3 settings probably dont work
  714. MinTextureDensity=0.0 ; Adjusted for performance, can be increased if needed
  715. IdealTextureDensity=12.0 ; Adjusted for performance, can be increased if needed
  716. MaxTextureDensity=55.0 ; Adjusted for performance, can be increased if needed
  717.  
  718. MinLightMapDensity=0.0 ; Adjusted for performance, can be increased if needed
  719. IdealLightMapDensity=0.05 ; Adjusted for performance, can be increased if needed
  720. MaxLightMapDensity=0.2 ; Adjusted for performance, can be increased if needed
  721.  
  722. MipFadeInSpeed0=0.0 ; Increased for smoother texture mip transitions DEF 0.3
  723. MipFadeOutSpeed0=0.0 ; Increased for smoother texture mip transitions DEF 0.3
  724. MipFadeInSpeed1=0.0 ; Increased for smoother texture mip transitions DEF 0.3
  725. MipFadeOutSpeed1=0.0 ; Increased for smoother texture mip transitions DEF 0.3
  726.  
  727. ; ===========================================
  728. ; ✩░▒▓▆▅▃▂▁ OTHER OPTIMIZATIONS ▁▂▃▅▆▓▒░✩
  729. ; ===========================================
  730. [SystemSettings]
  731. r.ViewDistanceScale=1.5 ; Adjusts the distance at which objects are rendered
  732. r.ViewDistanceQuality=4 ; Sets the quality level for view distance, 4 epic
  733. r.MaterialQualityLevel=2 ; Controls the quality level for materials
  734. r.FinishCurrentFrame=0 ; Disables waiting for the GPU to finish rendering the current frame
  735. r.CreateShadersOnLoad=1 ; Enables shader compilation on load to reduce stuttering during gameplay
  736. r.Streaming.UseFixedPoolSize=0 ; Disables the use of a fixed pool size for streaming
  737. r.Streaming.PoolSize=8000 ; Sets the streaming pool size (0 means auto) 8000 for a 8GIG VRAM graphics card
  738. r.Streaming.FullyLoadUsedTextures=0 ; 1 = Ensures that used textures are fully loaded into memory, 0 = partially loaded in.
  739. r.Streaming.LimitPoolSizeToVRAM=0 ; Disables limiting the streaming pool size to VRAM
  740. r.Streaming.AmortizeCPUToGPUCopy=1 ; Enables amortization of CPU to GPU texture copies
  741. r.Streaming.MaxTempMemoryAllowed=4096 ; 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.
  742. r.MaxAnisotropy=16 ; Sets the maximum level of anisotropic filtering
  743. r.MipMapLODBias=0.5 ; Sets the level of detail bias for mipmaps
  744. r.Shaders.Optimize=1 ; Enables shader optimization
  745. r.Shaders.FastMath=1 ; Enables fast math optimizations for shaders
  746. r.HZBOcclusion=0 ; Disables hardware occlusion queries for hidden zone removal
  747. r.RenderTargetPoolMin=1000 ; Sets the minimum number of render targets in the pool
  748. r.D3D11.Depth24Bit=0 ; Disables 24-bit depth buffer for D3D11
  749. r.SkeletalMeshLODBias=0.0 ; Sets the level of detail bias for skeletal meshes
  750.  
  751. ;AUDIO OPTIMIZATIONS
  752. [Audio]
  753. AudioThread.BatchAsyncBatchSize=9999999 ; Sets the audio thread batch size for async processing
  754. AudioThread.UseBackgroundThreadPool=1 ; Enables the use of a background thread pool for audio
  755. AudioThread.EnableBatchProcessing=1 ; Enables batch processing for audio
  756.  
  757. [GPULightmass]
  758. ; Add any specific GPULightmass settings here if applicable
  759.  
  760. [FXSystem]
  761. FX.AllowAsyncTick=1 ; Enables async ticking for the FX system
  762. FX.BatchAsync=1 ; Enables async batch processing for the FX system
  763. FX.BatchAsyncBatchSize=9999999 ; Sets the FX system async batch size
  764. FX.MaxCPUParticlesPerEmitter=50 ; Sets the maximum number of CPU particles per emitter
  765. FX.MaxGPUParticlesSpawnedPerFrame=2048 ; Sets the maximum number of GPU particles spawned per frame
  766.  
  767. [Rendering]
  768. AllowAsyncRenderThreadUpdates=1 ; Allows async updates of the render thread
  769. AllowAsyncRenderThreadUpdatesDuringGamethreadUpdates=1 ; Allows async updates of the render thread during game thread updates
  770. r.bForceCPUAccessToGPUSkinVerts=1 ; Forces CPU access to GPU skin vertices
  771. r.SupportDepthOnlyIndexBuffers=1 ; Supports depth-only index buffers
  772. r.SupportReversedIndexBuffers=1 ; Supports reversed index buffers
  773. r.DBuffer=0 ; Disables DBuffer
  774. r.GPUCrashDebugging=0 ; Disables GPU crash debugging
  775. r.CompileShadersForDevelopment=0 ; Disables shader compilation for development
  776.  
  777. ;GARBAGE COLLECTION OPTIMIZATIONS
  778. [/Script/Engine.GarbageCollectionSettings]
  779. gc.MaxObjectsNotConsideredByGC=478907 ; Increased the value slightly for better performance
  780. gc.SizeOfPermanentObjectPool=100000000 ; Increased the value for a larger pool size
  781. gc.ActorClusteringEnabled=True ; Enabled actor clustering for improved garbage collection
  782. gc.BlueprintClusteringEnabled=True ; Enabled blueprint clustering for improved garbage collection
  783.  
  784. ; LOG WRITE OPTIMIZATIONS
  785. [Core.System]
  786. Suppress=ScriptWarning
  787. Suppress=Error
  788. Suppress=ScriptLog
  789. Suppress=Warning
  790.  
  791. [Core.Log]
  792. ; Disable unnecessary logging categories for improved performance
  793. LogPluginManager=off
  794. LogOnlineIdentity=off
  795. LogOnlineSession=off
  796. LogMemory=off
  797. LogPakFile=off
  798. LogTemp=off
  799. LogLinker=off
  800. LogOnline=off
  801. LogOnlineGame=off
  802. LogAnalytics=off
  803. LogConfig=off
  804. LogInteractiveProcess=off
  805. LogInput=off
  806. LogOnlineEntitlement=off
  807. LogOnlineEvents=off
  808. LogOnlineFriend=off
  809. LogOnlinePresence=off
  810. LogOnlineTitleFile=off
  811. LogOnlineUser=off
  812. Global=off ; Disable all global logging for improved performance
  813.  
  814. ; NETWORK OPTIMIZATIONS
  815. [Core.System]
  816. ConfiguredInternetSpeed=78643200 ; 75Mbps (75 * 1024 * 1024 / 8 = 78643200) Set the maximum configured internet speed (in bytes per second)
  817. ConfiguredLanSpeed=78643200 ; 75Mbps (75 * 1024 * 1024 / 8 = 78643200) Set the maximum configured LAN speed (in bytes per second)
  818.  
  819. [/script/onlinesubsystemutils.ipnetdriver]
  820. MaxClientRate=78643200 ; 75Mbps (75 * 1024 * 1024 / 8 = 78643200) Set the maximum client rate (in bytes per second)
  821. MaxInternetClientRate=78643200 ; 75Mbps (75 * 1024 * 1024 / 8 = 78643200) Set the maximum internet client rate (in bytes per second)
  822. NetServerMaxTickRate=120 ; Set the maximum tick rate for the server on the internet
  823. LanServerMaxTickRate=120 ; Set the maximum tick rate for the server on LAN
  824. MaxNetTickRate=400 ; Set the maximum net tick rate
  825. InitialConnectTimeout=300.0 ; Set the initial connect timeout (in seconds)
  826. ConnectionTimeout=300.0 ; Set the connection timeout (in seconds)
  827.  
  828. [/script/engine.gamenetworkmanager]
  829. TotalNetBandwidth=78643200 ; 75Mbps (75 * 1024 * 1024 / 8 = 78643200) Set the total net bandwidth (in bytes per second)
  830. MaxDynamicBandwidth=78643200 ; 75Mbps (75 * 1024 * 1024 / 8 = 78643200) Set the maximum dynamic bandwidth (in bytes per second)
  831. MinDynamicBandwidth=78643200 ; 75Mbps (75 * 1024 * 1024 / 8 = 78643200) Set the minimum dynamic bandwidth (in bytes per second)
  832.  
  833. [/script/socketsubsystemepic.epicnetdriver]
  834. MaxClientRate=78643200 ; 75Mbps (75 * 1024 * 1024 / 8 = 78643200) Set the maximum client rate (in bytes per second)
  835. MaxInternetClientRate=78643200 ; 75Mbps (75 * 1024 * 1024 / 8 = 78643200) Set the maximum internet client rate (in bytes per second)
  836.  
  837. [/script/engine.engine]
  838. NetClientTicksPerSecond=120 ; Set the number of client ticks per second
  839.  
  840.  
  841.  
  842. ; =====================================
  843. ; ✩░▒▓▆▅▃▂▁ References ▁▂▃▅▆▓▒░✩
  844. ; =====================================
  845. ;Colour and exposure:
  846. ; https://www.youtube.com/watch?v=EvWWMxuUju4
  847.  
  848. ;Sharpening shadows:
  849. ; https://steamcommunity.com/sharedfiles/filedetails/?l=german&id=1581653841
  850. ; https://framedsc.com/GeneralGuides/ue4guide.htm
  851.  
  852. ;Texture streaming:
  853. ; https://questions.satisfactorygame.com/post/60488c32aa0ba107e32507e4
  854.  
  855. ;Subsurface post-process
  856. ; https://docs.unrealengine.com/4.27/en-US/RenderingAndGraphics/Materials/LightingModels/SubSurfaceProfile/
  857.  
  858. ;TXAA settings:
  859. ; https://steamcommunity.com/sharedfiles/filedetails/?id=1515357092
  860. ; https://www.reddit.com/r/FuckTAA/comments/p73j8t/unreal_engine_taa_is_actually_cool/
  861.  
  862. ;Shadows:
  863. ; https://steamcommunity.com/app/1608070/discussions/0/3712685859923396082/?ctp=3
  864. ; https://forums.dovetailgames.com/threads/guide-make-tsw-less-flat-bright-looking-by-adding-ambient-occlusion.46409/
  865. ; https://forums.dovetailgames.com/threads/best-quality-shadows-and-errors-in-default-configuration.50462/
  866.  
  867. ;EyeAdaptation & AutoExposure:
  868. ; https://steamcommunity.com/app/530070/discussions/0/1735462352466997887/?l=italian
  869. ; https://www.reddit.com/r/HarryPotterGame/comments/10zm5lu/dark_scene_brightness_fix_pc/
  870. ; https://www.nexusmods.com/hogwartslegacy/mods/47?tab=posts
  871.  
  872.  
  873.  
  874.  
  875.  
  876. ; SETTINGS TAKEN OUT (glitching issues)
  877. ; -------------------------------------
  878. ; r.TemporalAAUpsampling=1
  879. ; r.TemporalAA.Algorithm=1 ; 0 = Gen 4, 1 = Gen 5
  880. ; r.ScreenPercentage=75 ; Render resolution before upsampling
  881. ; r.Jittering=1
  882. ; r.TemporalAA.Algorithm=1 ; DEF 0, 0 for PERFORMANCE
  883. ; r.TemporalAA.AllowDownsampling=1 ; DEF 1
  884. ; r.TemporalAA.HistoryScreenPercentage=100 ; DEF 100
  885. ; r.TemporalAA.R11G11B10History=0 ; DEF 0
  886. ; r.TemporalAA.Upscaler=1 ; DEF 1
  887. ; r.TemporalAAUpsampleFiltered=1 ; DEF 1
  888.  
  889. ; r.Shadow.CSMShadowDistanceFadeoutMultiplier=0.1
Tags: Tekken 7
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