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Engine.ini

Nov 25th, 2022 (edited)
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INI file 69.35 KB | Gaming | 0 0
  1. [Core.System]
  2. Paths=../../../Engine/Content
  3. Paths=%GAMEDIR%Content
  4. Paths=../../../redout2/Plugins/OnlineSubsystemRedpointEOS/Content
  5. Paths=../../../redout2/Plugins/T4ShipAnalysis/Content
  6. Paths=../../../redout2/Plugins/T4Core/Content
  7. Paths=../../../redout2/Plugins/T4Chameleon/Content
  8. Paths=../../../redout2/Plugins/T4Fade/Content
  9. Paths=../../../redout2/Plugins/T4Tools/Content
  10. Paths=../../../redout2/Plugins/OrientedSpline/Content
  11. Paths=../../../Engine/Plugins/Compositing/Composure/Content
  12. Paths=../../../Engine/Plugins/VirtualProduction/CameraCalibrationCore/Content
  13. Paths=../../../Engine/Plugins/Compositing/LensDistortion/Content
  14. Paths=../../../Engine/Plugins/Compositing/OpenColorIO/Content
  15. Paths=../../../redout2/Plugins/T4ForceFeedback/Content
  16. Paths=../../../Engine/Plugins/Runtime/Synthesis/Content
  17. Paths=../../../Engine/Plugins/Runtime/AudioSynesthesia/Content
  18. Paths=../../../Engine/Plugins/Runtime/SoundUtilities/Content
  19. Paths=../../../redout2/Plugins/Wwise/Content
  20. Paths=../../../Engine/Plugins/Editor/GeometryMode/Content
  21. Paths=../../../redout2/Plugins/VaTexAtlas/Content
  22. Paths=../../../Engine/Plugins/Runtime/SunPosition/Content
  23. Paths=../../../redout2/Plugins/RadarChart/Content
  24. Paths=../../../redout2/Plugins/ThumbnailGenerator/Content
  25. Paths=../../../Engine/Plugins/Experimental/Water/Content
  26. Paths=../../../Engine/Plugins/Experimental/Landmass/Content
  27. Paths=../../../Engine/Plugins/FX/Niagara/Content
  28. Paths=../../../Engine/Plugins/Experimental/PythonScriptPlugin/Content
  29. Paths=../../../Engine/Plugins/Experimental/GeometryProcessing/Content
  30. Paths=../../../Engine/Plugins/Experimental/Volumetrics/Content
  31. Paths=../../../redout2/Plugins/VertexAnimToolset/Content
  32. Paths=../../../redout2/Plugins/DaedalicTestAutomationPlugin/Content
  33. Paths=../../../Engine/Plugins/Experimental/ModelingToolsEditorMode/Content
  34. Paths=../../../Engine/Plugins/Experimental/MeshModelingToolset/Content
  35. Paths=../../../Engine/Plugins/Runtime/HairStrands/Content
  36. Paths=../../../redout2/Plugins/Intel/XeSS/Content
  37. Paths=../../../redout2/Plugins/ImpostorBaker/Content
  38. Paths=../../../redout2/Plugins/SideFX_Labs/Content
  39. Paths=../../../Engine/Plugins/Developer/AnimationSharing/Content
  40. Paths=../../../Engine/Plugins/Enterprise/DatasmithContent/Content
  41. Paths=../../../Engine/Plugins/Experimental/MotoSynth/Content
  42. ;Engine.ini located C:\Users\%username%\AppData\Local\Redout2\Saved\Config\WindowsNoEditor
  43. ; Remember to set file as read only in file properties
  44.  
  45. ;----------------------------------------------------------------
  46. ; Note: I have optimized every setting I could find on this game.
  47. ; ---------------------------------------------------------------
  48. ;       Raytracing on,
  49. ;       TXAA on and optimized
  50. ;       AO options set to GTAO. SSAO and normal AO disabled.
  51. ;       Colour teaked.
  52. ;       Optimized for systems with 16GIG RAM and a 8 GIG Graphics card
  53. ;       DOF, Bloom, image grain, ChromaticAberration Off.
  54. ;       EYEADAPTION / AUTOEXPOSURE settings Optimized.
  55. ;       Texture Groups and streaming options all Optimized.
  56. ;       Audio Optimized.
  57. ;       Internet Optimized.
  58. ;       other optimizations Shadows gras sky lighting foilage etc.
  59. ; ----------------------------------------------------------------
  60.  
  61. [Audio]
  62. UnfocusedVolumeMultiplier=0.500000
  63.  
  64. ; ===============================
  65. ; ✩░▒▓▆▅▃▂▁ COLOUR ▁▂▃▅▆▓▒░✩
  66. ; ===============================
  67. [/Script/Engine.RendererSettings]
  68. r.GBufferFormat=1                         ; Set the G-buffer format to HighPrecisionNormals for better color representation
  69.  
  70. ;perfect             ;Normal                         ;LIGHTER              ;DARK                ;not tested
  71. r.Color.Max=0.85     ; 0.00-1.00, 1.00 = default     ;r.Color.Max=1.05     ;r.Color.Max=0.8
  72. 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
  73. 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
  74.  
  75. 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
  76. r.SceneColorFringe.Max=1.0                ; Maximum scene color fringe amount, Set maximum scene color fringe to 0 for cleaner edges.
  77. r.SceneColorFormat=3                      ; Set the scene color format to RGBA16 for higher color precision. set to 3, reducing memory usage.
  78.  
  79. [/Script/Engine.RendererOverrideSettings]
  80. r.DefaultFeature.ColorGrading=0                 ; Disable color grading for improved performance
  81. r.Color.MaxEditingLUTs=16                       ; Maximum number of color lookup tables (LUTs) used for color correction
  82. r.Color.MidTones.Sharpen=0                      ; Increases sharpness of mid-tone colors DEF 0
  83. r.Color.MidTones.Saturation=1.2                 ; Enhances the saturation of mid-tone colors
  84. r.Color.Contrast=1.1                            ; Increases overall contrast of the scene
  85. r.Color.Grayscale=0                             ; Disables grayscale effect, keeping colors vibrant
  86. r.Color.Max=1.5                                 ; Boosts the maximum intensity of colors
  87. r.Color.MaxHDR=2.0                              ; Boosts the maximum intensity of colors in HDR (high dynamic range) scenes
  88. r.Tonemapper.Method=1                           ; Sets the tonemapping method to improve color reproduction
  89. r.TonemapperGamma=1.9                           ; DEF 0
  90. r.TonemapperFilm=1                              ; 0 = off (game default), 1 = on (engine default?)
  91. r.Tonemapper.EmulateHDR=0                       ; DEF 0
  92. r.Tonemapper.MergeWithUpscale.Mode=0            ; DEF 0
  93. r.Tonemapper.MergeWithUpscale.Threshold=0.49    ; DEF 0.49
  94. r.DefaultFeature.AmbientCubemap=False           ; Disable ambient cubemap for performance
  95.  
  96. [/Script/Engine.Engine]
  97. ; Default color space used for rendering
  98. r.DefaultColorSpace=1               ; 0: sRGB (standard RGB), 1: Linear (linear color space)
  99.  
  100. ; Gamma correction settings
  101. r.GammaCorrection=1                 ; Enables gamma correction for rendering
  102. r.FastToneMapping=1                 ; Enables fast tone mapping for better performance
  103. r.Exposure=1.0                      ; Set the overall exposure for the scene
  104. r.Contrast=1.0                      ; Set the overall contrast for the scene
  105. r.Saturation=1.0                    ; Set the overall saturation for the scene
  106. r.Gamma=1.0                         ; Set the overall gamma for the scene
  107. r.Temperature=6500.0                ; Set the overall temperature for the scene
  108. r.Tint=(1.0, 1.0, 1.0)              ; Set the overall tint for the scene
  109.  
  110. [/Script/Engine.PostProcessSettings]
  111. ; Remove Film grain effect
  112. 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)
  113. 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)
  114. 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).
  115. #
  116. ; ===================================================
  117. ; ✩░▒▓▆▅▃▂▁ EYEADAPTION / AUTOEXPOSURE ▁▂▃▅▆▓▒░✩
  118. ; ===================================================
  119. [/Script/Engine.RendererSettings]
  120. r.EyeAdaptation.ExponentialTransitionDistance=1  
  121. r.EyeAdaptation.LensAttenuation=0.78              ; Default .65 lower is darker
  122. r.EyeAdaptationQuality=2                          ; 0-3, 0 = off, 2 = default, 1/3 = not implemented
  123.  
  124. r.DefaultFeature.AutoExposure=0                   ; Auto exposure disabled for improved performance.
  125. r.DefaultFeature.AutoExposure.Method=1            ; Auto exposure method set to 0, disabling it for performance.
  126. r.DefaultFeature.AutoExposure.ExtendDefaultLuminanceRange=1
  127.  
  128. [TimeOfDaySystem]
  129. AutoExposure.SpeedUp=10.0
  130. AutoExposure.SpeedDown=6.0
  131.  
  132. VolumetricCloud.Force2LayerMaterial=1
  133. VolumetricCloud.RayMarchedShadows=1
  134. VolumetricCloud.GroundContribution=1
  135.  
  136. [Engine.RendererSettings]
  137. r.DFDistanceScale=10
  138. r.DFFullResolution=1
  139.  
  140. ; =====================================
  141. ; ✩░▒▓▆▅▃▂▁ SSAO SETTINGS ▁▂▃▅▆▓▒░✩
  142. ; =====================================
  143. ;Disables to use  Ground Truth Ambient Occlusion (GTAO) feature
  144. [/Script/Engine.RendererSettings]
  145. r.SSAO.Method=0                       ; Disable SSAO (0)
  146. r.SSAO.Quality=0                      ; Set SSAO quality to low (0)
  147. r.SSAO.SampleSet=0                    ; Use the default sample set for SSAO (0)
  148. r.SSAO.MaxViewDistance=10000.0        ; Limit the maximum distance over which SSAO is applied
  149. r.SSAO.HalfResolution=0               ; Disable half-resolution SSAO
  150. r.SSAO.BlurRadius=0                   ; Disable SSAO blur
  151. r.SSAO.BlurSharpness=0.0              ; Set SSAO blur sharpness to 0 (no blur)
  152. r.SSAO.BlurPasses=1                   ; Use a single pass for SSAO blur
  153. r.SSAO.DepthBias=0.0                  ; Set SSAO depth bias to 0 (no bias)
  154. r.SSAO.DirtyTranslucencySupport=1     ; Enable SSAO for dirty (unshadowed) translucent surfaces
  155. r.SSAO.Downsampling=1                 ; Enable SSAO downsampling for performance (1)
  156. r.SSAO.ScreenSpaceRadius=0.5          ; Set SSAO screen space radius to 0.5 (adjust to your liking)
  157. r.SSAO.MinRadius=0.02                 ; Set SSAO minimum radius (adjust to your liking)
  158. r.SSAO.SampleRadiusScale=0.3          ; Scale the SSAO sample radius (adjust to your liking)
  159. r.SSAO.Intensity=1.0                  ; Set SSAO intensity to 1 (adjust to your liking)
  160. r.SSAO.AutoCompute=0                  ; Disable automatic computation of SSAO (for manual tweaking)
  161.  
  162. [/Script/Engine.RendererOverrideSettings]
  163. r.SSAO.Enable=False                        ; Enable SSAO effect
  164.  
  165. [/Script/Engine.RendererSettings]
  166. r.SSAO.Enable=False                        ; Enable SSAO effect (added for clarity, can be removed if desired)
  167.  
  168. ; ========================================
  169. ; ✩░▒▓▆▅▃▂▁ SHADOWS SETTINGS ▁▂▃▅▆▓▒░✩
  170. ; ========================================
  171. [/Script/Engine.RendererSettings]
  172. r.Shadow.MaxResolution=2048                        ; DEF 2048, 512/1024 for PERFORMANCE , 4096=high                
  173. r.Shadow.MaxCSMResolution=1024                     ; Maximum cascaded shadow map resolution 512 performance
  174. r.Shadow.MaxCascades=1                             ; Maximum number of cascades for directional lights 4 high DEF 3, 1 or 2 for PERFORMANCE
  175. r.Shadow.CSM.MaxCascades=8
  176. r.Shadow.CSM.TransitionScale=1.0                   ; Sets the transition scale for cascaded shadow maps DEF 0.8
  177. 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
  178. r.Shadow.RadiusThreshold=0.05                      ; DEF 0.04, Threshold for shadow rendering
  179. r.Shadow.CSM.FadeResolution=32                     ; Fade resolution for cascaded shadow maps
  180. r.Shadow.CSM.SplitPenumbraScale=0.1                ; Scale factor for split penumbra
  181. r.Shadow.CSM.SplitDepthBiasScale=0.01              ; Scale factor for split depth bias
  182. r.Shadow.TexelsPerPixel=2                          ; Number of texels per screen pixel for shadow rendering
  183. r.Shadow.NumDynamicShadowCascades=4                ; Number of dynamic shadow cascades
  184. r.Shadow.CSM.NumCascades=4                         ; Number of cascades for cascaded shadow maps
  185. r.Shadow.CSM.DepthRange=10000                      ; Depth range for cascaded shadow maps
  186. r.Shadow.CSM.CascadeDistributionExponent=3.0       ; Distribution exponent for cascades
  187. r.Shadow.CSM.CascadeTransitionFraction=0.1         ; Transition fraction for cascades
  188. r.Shadow.FadeResolution=128                        ; Fade resolution for shadow rendering
  189. r.Shadow.MaxFadeDistance=10000                     ; Maximum fade distance for shadow rendering
  190. r.Shadow.MinResolution=8                           ; Minimum resolution for shadows
  191. r.Shadow.MinPreShadowResolution=8                  ; Minimum resolution for pre-shadow rendering
  192. r.Shadow.PreShadowResolutionFactor=0.5             ; Sets the pre-shadow resolution factor
  193. r.Shadow.CSM.DepthBias=0                           ; Depth bias for cascaded shadow maps
  194. r.Shadow.RadiusThresholdMultiplier=1.0             ; Radius threshold multiplier for shadow rendering
  195. r.Mobile.EnableStaticAndCSMShadowReceivers=0       ;Static and cascaded shadow receivers disabled for mobile devices, improving performance.
  196. r.Shadow.CachedShadowsCastFromMovablePrimitives=1  ; DEF 1, 0 for PERFORMANCE
  197. r.Shadow.CacheWholeSceneShadows=1                  ; DEF 1
  198. r.Shadow.CacheWPOPrimitives=0                      ; DEF 0
  199. r.Shadow.CSMDepthBias=8                            ; DEF 10
  200. 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.
  201. r.Shadow.MaxCSMResolution=2048                     ; DEF 2048, 1024 for PERFORMANCE , 4096=high
  202. r.Shadow.MaxNumPointShadowCacheUpdatesPerFrame=-1  ; DEF -1
  203. r.Shadow.MaxNumSpotShadowCacheUpdatesPerFrame=-1   ; DEF -1
  204. r.Shadow.OcclusionCullCascadedShadowMaps=0         ; DEF 0
  205. r.Shadow.PointLightDepthBias=0.02                  ; DEF 0.02
  206. r.Shadow.PointLightSlopeScaleDepthBias=3           ; DEF 3
  207. r.Shadow.SpotLightTransitionScale=60               ; DEF 60, 7=high faster
  208. r.Shadow.TransitionScale=60                        ; DEF 60, 7=high faster
  209. r.ShadowQuality=3                                  ; DEF 4, 3 for PERFORMANCE
  210. r.Shadow.CSMResolution=256                         ; Controls the resolution of grass shadows
  211. r.Shadow.CSMSplitCount=4                           ; Determines the number of cascades for grass shadow maps
  212.  
  213. [/Script/Engine.RendererSettings]
  214. r.AmbientOcclusion=1    ; Enables screen-space ambient occlusion
  215. r.GTAO=1                ; Enables Ground Truth Ambient Occlusion (GTAO)
  216.  
  217. [/Script/Engine.RendererOverrideSettings]
  218. ; Ambient occlusion settings
  219. r.DefaultFeature.AmbientOcclusion=False     ; Disables default ambient occlusion
  220. r.AmbientOcclusionLevels=0                  ; Sets the number of ambient occlusion levels (0 = off, 1 = low, 2 = high)
  221. r.AmbientOcclusionRadiusScale=0.0           ; Sets the ambient occlusion radius scale
  222. r.AmbientOcclusionStaticFraction=0.0        ; Sets the fraction of static occlusion
  223. r.DepthOfFieldQuality=0                     ; Disables Depth of Field (DOF) for performance, This is also in 3 other sections
  224. r.AmbientOcclusionFadeDistance=10000.0      ; Distance at which ambient occlusion fades out
  225. r.AllowOcclusionQueries=1                   ; Enables occlusion queries for performance improvement
  226.  
  227. [/Script/Engine.RendererSettings]
  228. ; Ground Truth Ambient Occlusion
  229. r.GTAO.Enable=True              ; Enables GTAO for Ground Truth Ambient Occlusion
  230. r.AmbientOcclusion.Method=2     ; Sets the method for ambient occlusion (1 = screen-space, 2 = ray tracing)
  231. r.GTAO.FalloffEnd=300           ; Distance at which the occlusion completes the fall-off
  232. r.GTAO.SpatialFilter=0          ; Enable Spatial Filter for GTAO (0: Off, 1: On)
  233. r.GTAO.NumAngles=2              ; Number of angles chosen per pixel for GTAO (must be between 1 and 16)
  234. r.GTAO.UseNormals=1             ; Whether to use GBuffer Normals or Depth Derived normals for GTAO (0: Off, 1: On)
  235. r.GTAO.ThicknessBlend=0.0       ; A heuristic to bias occlusion for thin or thick objects (0: Off, >0: On, bigger values reduce occlusion)
  236. r.GTAO.Combined=1               ; Enable combining GTAO with other ambient occlusion methods (0: Off, 1: On)
  237. r.GTAO.Downsample=1             ; Perform GTAO at half resolution (0: Off, 1: On)
  238. 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)
  239. r.GTAO.TemporalFilter=1         ; Enable Temporal Filter for GTAO (0: Off, 1: On)
  240. r.GTAO.Upsample=1               ; Enable Simple or Depth-aware upsample filter for GTAO (0: Simple, 1: DepthAware)
  241. r.GTAO.PauseJitter=0            ; Whether to pause Jitter when Temporal filter is off (0: Off, 1: On)
  242. r.GTAO.FilterWidth=4            ; Size of the noise pattern and filter width (5: 5x5 Pattern, 4: 4x4 Pattern)
  243.  
  244. [/Script/Engine.GTAOSettings]
  245. r.GTAO.Resolution=50                   ; Resolution factor for GTAO (lower values improve performance)
  246. r.GTAO.SampleSet=1                     ; Sample set index for GTAO (1 is the default)
  247. r.GTAO.Bias=0.4                        ; Bias factor for GTAO (higher values increase occlusion)
  248. r.GTAO.Power=1.0                       ; Power factor for GTAO (higher values increase occlusion)
  249. r.GTAO.MaxDistance=1000.0              ; Maximum distance for GTAO (higher values increase occlusion range)
  250. r.GTAO.HorizonAngle=1.5                ; Horizon angle for GTAO (higher values increase occlusion near horizon)
  251. r.GTAO.NumSteps=8                      ; Number of occlusion steps for GTAO (higher values increase quality)
  252. r.GTAO.NumDirections=4                 ; Number of directions for GTAO (higher values increase quality)
  253. r.GTAO.NumCutoutSamples=4              ; Number of cutout samples for GTAO (higher values increase quality)
  254. r.GTAO.NumCutoutSampleIterations=2     ; Number of cutout sample iterations for GTAO (higher values increase quality)
  255. r.GTAO.NumRandomRotations=8            ; Number of random rotations for GTAO (higher values increase quality)
  256.  
  257. ; ==================================
  258. ; ✩░▒▓▆▅▃▂▁ RAYTRACING ▁▂▃▅▆▓▒░✩
  259. ; ==================================
  260. [/Script/Engine.RendererSettings]
  261. r.DefaultFeature.RayTracing=1             ; Enable ray tracing
  262. r.RayTracing=1                           ; Enable global ray tracing
  263.  
  264. ; Performance settings
  265. r.RayTracing.Reflections.MaxRoughness=0.8 ; Maximum roughness for ray-traced reflections (lower value for better performance)
  266. r.RayTracing.Shadows.MaxCSMRadius=0       ; Maximum cascaded shadow map radius for ray-traced shadows (0 for better performance)
  267. r.RayTracing.AmbientOcclusion.MaxFullResolutionSamplesPerPixel=8 ; Maximum number of samples per pixel for ambient occlusion (lower value for better performance)
  268. r.RayTracing.GlobalIllumination.SamplePerPixel=1 ; Number of samples per pixel for ray-traced global illumination (lower value for better performance)
  269. r.RayTracing.TranslucencyLightingVolumeDim=8 ; Resolution of the ray-traced translucency lighting volume (lower value for better performance)
  270. r.RayTracing.SkyLight.MaxSamplesPerPixel=1 ; Number of samples per pixel for ray-traced skylight (lower value for better performance)
  271.  
  272. ; Additional ray tracing settings
  273. r.RayTracing.UseTextureLod=1             ; Use texture LOD for ray tracing (can improve performance in certain scenarios)
  274. r.RayTracing.ForceAllRayTracingEffects=0 ; Force all ray tracing effects to be enabled (0 for better performance, enable specific effects as needed)
  275.  
  276. ; Quality settings
  277. r.RayTracing.Quality=1                   ; Overall ray tracing quality (0 for lower quality, 1 for balanced, 2 for high quality)
  278. r.RayTracing.Reflections.MaxBounces=2    ; Maximum number of bounces for ray-traced reflections (higher value for more accurate reflections, but impacts performance)
  279. r.RayTracing.Shadows.MaxRayDistance=10000 ; Maximum ray distance for ray-traced shadows (higher value for longer shadows, but impacts performance)
  280. r.RayTracing.AmbientOcclusion.MaxRayDistance=1000 ; Maximum ray distance for ambient occlusion (higher value for larger occlusion radius, but impacts performance)
  281.  
  282. ; Memory and cache settings
  283. r.RayTracing.Cache.NumGB=8               ; Amount of GPU memory to allocate for ray tracing (increase if running out of memory)
  284. r.RayTracing.Cache.SampleFactor=2        ; Memory usage factor for ray tracing cache (higher value for more aggressive caching)
  285.  
  286. ; Debugging and profiling
  287. r.RayTracing.Debug.VisualizeMeshBVH=0     ; Visualize mesh bounding volume hierarchy (0 for better performance)
  288. r.RayTracing.Debug.VisualizeMaterialGBuffer=0 ; Visualize material G-buffer for debugging (0 for better performance)
  289.  
  290. ; ===============================================
  291. ; ✩░▒▓▆▅▃▂▁ INTEL Xe SUPER SAMPLING ▁▂▃▅▆▓▒░✩
  292. ; ===============================================
  293. ;r.TemporalAA.Upsampling=1 needed below in AA section
  294. [/Script/Engine.RendererSettings]
  295. r.IntelXeSS.Enabled=1                   ; Enable Intel XeSS
  296. r.IntelXeSS.Quality=2                   ; Set Intel XeSS quality level (0 = Performance, 1 = Balanced, 2 = Quality)
  297. r.IntelXeSS.Sharpening=0.0              ; Set Intel XeSS sharpening strength (0.0 to 1.0)
  298.  
  299. ; Optional Settings
  300. r.IntelXeSS.Denoising=1                 ; Enable Intel XeSS denoising (0 = Off, 1 = On)
  301. r.IntelXeSS.DenoisingStrength=0.75      ; Set Intel XeSS denoising strength (0.0 to 1.0)
  302. r.IntelXeSS.Smoothness=0.5              ; Set Intel XeSS smoothness factor (0.0 to 1.0)
  303.  
  304. ; Advanced Settings
  305. r.IntelXeSS.RayTracingResolution=1.0    ; Set Intel XeSS ray tracing resolution scale (0.1 to 2.0)
  306. r.IntelXeSS.RayTracingUpsample=1        ; Enable Intel XeSS upsampling for ray tracing (0 = Off, 1 = On)
  307.  
  308. ; ====================================
  309. ; ✩░▒▓▆▅▃▂▁ ANTIALIASING ▁▂▃▅▆▓▒░✩
  310. ; ====================================
  311. [/Script/Engine.RendererSettings]
  312. 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.
  313. r.DefaultFeature.AntiAliasing=4                ; Set the anti-aliasing quality. Values: 0 (off), 1 = MSAA, 2 (FXAA), 4 (TemporalAA), 6 (MSAA), 8 (TAA)
  314. 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)
  315. 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
  316.  
  317. ; TXAA settings
  318. 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
  319.  
  320. r.TemporalAA.Upsampling.NumMips=3              ; Number of MIP levels to use for upsampling
  321. r.TemporalAA.Upsampling.MinMipCount=1          ; Minimum MIP level to use for upsampling
  322. r.TemporalAA.Upsampling.MaxFilterWidth=16      ; Maximum filter width for upsampling
  323. r.TemporalAA.Upsampling.Sharpen=0.0            ; Adjust the sharpness of the upsampling filter
  324. r.TemporalAA.Upsampling.ViewDistanceScale=1.0  ; Scale the upsampling effect based on view distance
  325.  
  326. ; Additional settings for fine-tuning TXAA
  327. r.TemporalAA.HistoryConvolution.BoxSigma=0.1    ; Sigma value for the box filter used in the history convolution
  328. r.TemporalAA.HistoryConvolution.Sharpen=0.0     ; Adjust the sharpness of the history convolution filter
  329. r.TemporalAA.HistoryConvolution.FastFilter=0    ; Enable fast filtering for history convolution
  330. r.TemporalAA.Upsampling.DepthJitter=0           ; Amount of depth jittering for upsampling
  331. r.TemporalAA.Upsampling.PatternJitter=0         ; Amount of pattern jittering for upsampling
  332. r.TemporalACCatmullRom=1
  333. r.TemporalAAPauseCorrect=1                      ; DEF 1
  334. 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).
  335. r.TemporalAADynamicSharpen=0.0
  336. r.TemporalAAFilterSize=0.1                      ; 0.0 = sharper/aliased, 1.0 = default smooth/blurry
  337. r.TemporalAASharpness=0.0                       ; DEF 1
  338. r.TemporalAACatmullRom=1                        ; DEF 0
  339.  
  340. ; FXAA settings
  341. ; FXAA quality settings
  342. r.TonemapperQuality=0            ; 0 = Low, 1 = High - Adjusts the tonemapper quality used with FXAA
  343.  
  344. ; FXAA performance settings
  345. r.ForcePrecomputedVisibility=0   ; 0 = Disabled, 1 = Enabled - Disables precomputed visibility to improve performance with FXAA
  346. r.AllowLandscapeShadows=0        ; 0 = Disabled, 1 = Enabled - Disables landscape shadows for better FXAA performance
  347. ; r.AllowStaticLighting=1         ; 0 = Disabled, 1 = Enabled - Allows static lighting to improve FXAA performance **this setting is in lighting section.**
  348.  
  349. ; FXAA optimizations
  350. r.AllowHMDWarp=1                 ; 0 = Disabled, 1 = Enabled - Enables distortion for VR rendering
  351. r.OneFrameThreadLag=0            ; 0 = Disabled, 1 = Enabled - Reduces latency by lagging the frame output by one frame
  352.  
  353. r.Upscale.Quality=4              ; 0-5, 3 = default
  354.  
  355. ; ====================================
  356. ; ✩░▒▓▆▅▃▂▁ REFLECTIONS ▁▂▃▅▆▓▒░✩
  357. ; ====================================
  358. [/Script/Engine.RendererOverrideSettings]
  359. r.SSR.Quality=0                                    ; Disables screen space reflections for improved performance.
  360. r.SSR.MaxRoughness=0.2                             ; Adjusts the maximum roughness for screen space reflections.
  361. r.SSR.RayMaxRoughness=0.2                          ; Adjusts the maximum roughness for ray traced reflections.
  362. r.SSR.Quality=0                                    ; Disables screen space reflections for improved performance.
  363. r.SSR.HalfRes=False                                ; Disables half-resolution reflections for improved quality.
  364. r.SSR.Temporal=0                                   ; Temporal screen space reflections (SSR) disabled for improved performance.
  365. r.SSR.Stencil=0                                    ; Stencil for screen space reflections (SSR) disabled for improved performance.
  366. r.SSR.HalfResSceneColor=1                          ; Half-resolution scene color enabled for screen space reflections (SSR), improving performance.
  367.  
  368. [/Script/Engine.RendererSettings]
  369. r.ReflectionEnvironment=1                                ; Enables reflection environment
  370. r.ReflectionCaptureResolution=256                        ; Sets the resolution of reflection captures to 256x256 0r 128 for performance.
  371. r.ReflectionEnvironmentLightmapMixBasedOnRoughness=1     ; Enables roughness-based mix of reflection environment lightmap.
  372. r.ReflectionEnvironmentLightmapMixLargestWeight=1.0      ; Sets the weight for the largest mip of the reflection environment lightmap.
  373. r.ReflectionEnvironmentLightmapMixFinalWeighting=0.5     ; Sets the weighting for the final calculation of the reflection environment lightmap.
  374. r.ReflectionCaptureResolutionSkylight=128                ; Sets the resolution for skylight reflection captures
  375. r.ReflectionEnvironmentResolution=128                    ; Sets the resolution for the reflection environment
  376. r.ForceLQReflections=1                                   ; Low-quality reflections forced for improved performance.
  377. r.ReflectionsQuality=3                                   ; Reflection quality (0 to 4, higher values provide better quality but may impact performance)
  378. r.ReflectionsMaxRoughness=0.8                            ; Maximum roughness value for reflections
  379. r.ReflectionsSamplesPerPixel=4                           ; Number of reflection samples per pixel
  380. r.RefractionQuality=0                                    ; Refraction quality set to 0, disabling it for performance.
  381.  
  382. ; ============================================
  383. ; ✩░▒▓▆▅▃▂▁ CHROMATIC ABERRATION ▁▂▃▅▆▓▒░✩
  384. ; ============================================
  385. [/Script/Engine.RendererOverrideSettings]
  386. ; ChromaticAberration Off
  387. r.ChromaticAberration=False                      ; Disable chromatic aberration for better performance
  388.  
  389. [/Script/Engine.RendererSettings]
  390. r.ChromaticAberration=False                      ; Disable chromatic aberration for better performance
  391.  
  392. ; ====================================
  393. ; ✩░▒▓▆▅▃▂▁ MOTIONBLUR ▁▂▃▅▆▓▒░✩
  394. ; ====================================
  395. [SystemSettings]
  396. ; MotionBlur Off
  397. r.DefaultFeature.MotionBlur=false
  398. r.MotionBlurQuality=0                           ; This setting controls the quality level of motion blur
  399. r.MotionBlur.Scale=2.0                          ; This setting determines the scale or intensity of motion blur
  400. r.FastBlurThreshold=0                           ; This setting controls the threshold for fast blur
  401. r.TranslucencyVolumeBlur=0                      ; This setting controls the volume blur for translucency
  402.  
  403. ; ===========================
  404. ; ✩░▒▓▆▅▃▂▁ DOF ▁▂▃▅▆▓▒░✩
  405. ; ===========================
  406. [/Script/Engine.Engine]
  407. ; DepthOfField Off
  408. r.DefaultFeature.DepthOfField=False
  409. 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.
  410. r.GaussianDOF=0
  411. r.DepthOfField.FarBlur=0
  412. r.DOF.Kernel.MaxBackgroundRadius=0.0000
  413.  
  414. [/Script/Engine.RendererSettings]
  415. 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.
  416. r.DepthOfField.MaxBokehSize=64           ; Controls the maximum size of the bokeh. Increase this value for larger, more pronounced bokeh.
  417. r.DepthOfField.MaxNearBlurSize=32        ; Sets the maximum size of the near blur. Increase this value for a stronger near blur effect.
  418. r.DepthOfField.MaxFarBlurSize=256        ; Sets the maximum size of the far blur. Increase this value for a stronger far blur effect.
  419. r.DepthOfField.FarBlurKernelSize=32      ; Controls the kernel size for the far blur. Adjust as needed for a desired level of blurring.
  420. r.DepthOfField.NearBlurKernelSize=16     ; Controls the kernel size for the near blur. Adjust as needed for a desired level of blurring.
  421. r.DepthOfField.DepthBlurRadius=0.5       ; Controls the radius of the depth blur effect. Adjust as needed for a desired level of blurring.
  422. r.DepthOfField.DepthBlurAmount=1.0       ; Controls the overall amount of depth blur effect. Increase this value for a stronger depth blur.
  423. 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.
  424. 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.
  425. r.DepthOfFieldNearTransitionRegion=0.15  ; Controls the transition region between the focused and unfocused areas near the camera.
  426. r.DepthOfFieldFarTransitionRegion=0.15   ; Controls the transition region between the focused and unfocused areas far from the camera.
  427. 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.
  428. 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.
  429. r.DepthOfField.MaxBokehBlurRadius=64     ; Controls the maximum blur radius for bokeh. Increase this value for a larger, more blurred bokeh effect.
  430. r.DepthOfField.BokehRadiusScale=2.0      ; Scales the radius of the bokeh. Increase this value for a larger bokeh effect.
  431. r.DepthOfField.BokehShape=0.5            ; Sets the shape of the bokeh. Adjust as needed for different bokeh shapes.
  432. 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.
  433. 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.
  434.  
  435. ; ================================
  436. ; ✩░▒▓▆▅▃▂▁ LIGHTING ▁▂▃▅▆▓▒░✩
  437. ; ================================
  438. [/Script/Engine.RendererSettings]
  439. ; Light functions settings
  440. r.DefaultFeature.LightFunctions=1               ; Enables light functions
  441. r.LightFunctionQuality=1                        ; Sets the light function quality (0 = low, 1 = high)
  442. r.TranslucencyLightingVolumeDim=8               ; Dimensions of the lighting volume for translucent materials set to 8, reducing memory usage. 24=High
  443. 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.
  444. r.AllowStaticLighting=0                         ; Disable static lighting to rely more on dynamic lighting and color accuracy. Disable reduce memory usage
  445. r.LightPropagationVolume=0                      ; Light propagation volume (LPV) disabled for improved performance.
  446.  
  447. ; Light shafts settings (also known as God rays)
  448. r.LightShaftQuality=1                           ; Sets the light shaft quality (0 = low, 1 = high) set to 0, disabling it for performance.
  449.  
  450. ; Particle system settings
  451. r.ParticleLightQuality=1                        ; Sets the particle light quality (0 = low, 1 = high)
  452.  
  453. ; Miscellaneous settings
  454. r.LightCullingQuality=1                         ;Light culling quality set to 1 for improved performance.
  455.  
  456. ; LensFlare
  457. r.LensFlareIntensity=0.3                  ; Set the lens flare intensity for the overall scene
  458. r.LensFlareThreshold=0.8                  ; Set the lens flare threshold for the overall scene
  459. r.LensFlareSize=0.05                      ; Set the lens flare size for the overall scene
  460. r.LensFlareQuality=1                      ;r.LensFlareQuality determines the quality of lens flares in the game.0 disables lens flares, while higher values increase the quality.
  461. 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.
  462. 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.
  463. 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.
  464. 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.
  465. r.LensFlareOcclusionDepthRange=1000       ;r.LensFlareOcclusionDepthRange determines the depth range for occlusion queries with lens flares. =1000 sets the depth range in centimeters.
  466.  
  467. ; ===========================
  468. ; ✩░▒▓▆▅▃▂▁ FOG ▁▂▃▅▆▓▒░✩
  469. ; ===========================
  470. [/Script/Engine.RendererSettings]
  471. ; Fog related settings
  472. r.Fog=1                                                                      ; Enables or disables fog in the scene. Set to 1 to enable fog, or 0 to disable.
  473. r.FogDensity=0.2                                                             ; Sets the overall density of the fog. Higher values result in denser fog, while lower values create thinner fog.
  474. 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.
  475. r.FogMaxOpacity=1.0                                                          ; Sets the maximum opacity of the fog. The fog will appear fully opaque at this value.
  476. 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.
  477. 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.
  478. 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.
  479. 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.
  480. r.FogInscatteringTexture=Texture2D'EngineResources.WhiteSquareTexture'       ; Specifies a texture that controls the inscattering of light by the fog. You can assign a texture asset here.
  481. 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.
  482. 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.
  483. 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.
  484.  
  485. ; =============================
  486. ; ✩░▒▓▆▅▃▂▁ GRASS ▁▂▃▅▆▓▒░✩
  487. ; =============================
  488. [/Script/Engine.Engine]
  489. ; Grass settings (3 option in shadows section that effect grass)
  490. r.Grass.FadeRange=5000                         ; Controls the distance at which grass will begin to fade out from the camera
  491. r.Grass.MaxDrawDistance=10000                  ; Controls the maximum draw distance for grass
  492. r.Grass.MinScreenSize=0.1                      ; Determines the minimum screen size a grass blade must occupy to be drawn
  493. r.Grass.DensityScale=2                       ; Controls the density of grass blades 2 high, DEF 1, 0.6 for PERFORMANCE
  494. r.Grass.WidthScale=1.0                         ; Controls the thickness of grass blades
  495. r.Grass.EnableShadows=1                        ; Enables or disables grass shadows
  496. r.Shadow.CSMResolution=256                     ; Controls the resolution of grass shadows
  497. r.Shadow.CSMSplitCount=4                       ; Determines the number of cascades for grass shadow maps
  498. r.Grass.UseVertexColor=1                       ; Enables or disables grass vertex coloring
  499. r.Grass.MaxClusterInstances=8                  ; Controls the maximum number of grass blades per cluster
  500. r.Grass.MaxClusterComponents=32                ; Controls the maximum number of grass clusters per componen
  501. r.Landscape.EnableGrassVisibilityCulling=1     ; Enables or disables culling of grass based on landscape visibility
  502. r.Landscape.GrassVisibilitySampleCount=16      ; Controls the number of grass samples used for visibility culling
  503. r.Grass.Collision=1                            ; Enables or disables collision of grass with other objects
  504. r.Grass.MaxCollisionPerBlade=4                 ; Controls the maximum number of collisions per grass blade
  505.  
  506. [/Script/Engine.GameUserSettings]
  507. grass.DisableDynamicShadows=0                  ; DEF 0, 1 for PERFORMANCE
  508. grass.TickInterval=10                          ; DEF 1, 10 for PERFORMANCE
  509. grass.MaxUpdateFrequency=40
  510.  
  511. ; ===============================
  512. ; ✩░▒▓▆▅▃▂▁ FOLIAGE ▁▂▃▅▆▓▒░✩
  513. ; ===============================
  514. [/Script/Engine.Engine]
  515. ; Foliage related settings
  516. r.Foliage.DynamicallyShadowFarLod=1    ; Enable or disable dynamic foliage shadows
  517.  
  518. ; Foliage draw distance settings
  519. foliage.LODDistanceScale=1.4           ; Adjust the maximum distance at which foliage is rendered DEF 1, quality 4
  520. foliage.MinLODDistanceScale=0.1        ; Adjust the distance at which the highest quality foliage is rendered
  521.  
  522. ; Foliage density settings
  523. foliage.DensityScale=1.5               ; Adjust the overall density of the foliage 2 high, DEF 0.8, 0.6 or 0 for PERFORMANCE
  524. foliage.GrassDensityScale=1.0          ; Adjust the density of the grass
  525. foliage.TreeDensityScale=1.0           ; Adjust the density of the trees
  526.  
  527. ; Foliage lighting settings
  528. foliage.EnableStaticLighting=1         ; Enable or disable dynamic lighting for foliage
  529. foliage.EnableGrassLighting=1          ; Enable or disable dynamic lighting for grass
  530.  
  531. ; Foliage shadow settings
  532. foliage.MaxShadowResolution=1024       ; Adjust the resolution of the foliage shadows
  533. foliage.ShadowDistanceScale=1.0        ; Adjust the distance at which foliage shadows are cast
  534.  
  535. ; Foliage collision settings
  536. foliage.DisableCollision=0             ; Enable or disable collision for foliage
  537. foliage.SelfShadowing=1                ; Enable or disable self-shadowing for foliage
  538.  
  539. ; Foliage wind settings
  540. foliage.bAllowWind=1                   ; Enable or disable wind for foliage
  541. foliage.WindStrength=1.0               ; Adjust the strength of the wind affecting foliage
  542. foliage.WindSpeed=1.0                  ; Adjust the speed of the wind affecting foliage
  543.  
  544. [/Script/Foliage.FoliageConfig]
  545. foliage.DitheredLOD=1                  ; DEF 1, quality 5
  546. foliage.MinimumScreenSize=0.009        ; DEF 0.0001
  547. foliage.MinLOD=1                       ; DEF 0, 1 for PERFORMANCE
  548. foliage.MinVertsToSplitNode=8192       ; DEF 8192
  549. foliage.OverestimateLOD=0              ; DEF 0
  550.  
  551. ; =====================================================
  552. ; ✩░▒▓▆▅▃▂▁ SKY SUN CLOUDS BLOOM VINGETTE ▁▂▃▅▆▓▒░✩
  553. ; =====================================================
  554. ; Sky, Sun, and Clouds related settings
  555. [/Script/Engine.RendererSettings]
  556. r.SkyLight=1                        ; Enable or disable dynamic skies
  557. r.Atmosphere=1                      ; Enable or disable atmospheric fog
  558. r.Sun=1.0                           ; Set the intensity of the sun
  559. r.SunColor=(1.0, 1.0, 1.0)          ; Set the color of the sun
  560. r.VolumetricClouds=1                ; Enable or disable volumetric clouds
  561. r.VolumetricCloudDensity=0.5        ; Set the density of volumetric clouds
  562. r.VolumetricCloudHeight=1000.0      ; Set the height of volumetric clouds
  563. r.VolumetricCloudCoverage=0.8       ; Set the coverage of volumetric clouds
  564. r.VolumetricCloudScale=1.0          ; Set the scale of volumetric clouds
  565.  
  566. [/Script/Engine.RendererSettings.RayTracingQualityOverrides]
  567. r.RayTracingClouds=1                ; Enable or disable ray-traced clouds
  568. r.RayTracingCloudQuality=2          ; Set the quality of ray-traced clouds
  569. r.RayTracingCloudResolution=512     ; Set the resolution of ray-traced clouds
  570.  
  571. [/Script/Engine.RendererSettings.CloudShadows]
  572. r.CloudShadows=1                    ; Enable or disable cloud shadows
  573. r.CloudShadowIntensity=0.8          ; Set the intensity of cloud shadows
  574. r.CloudShadowColor=(0.2, 0.2, 0.2)  ; Set the color of cloud shadows
  575.  
  576. [/Script/Engine.RendererSettings.Godrays]
  577. r.Godrays=1                         ; Enable or disable Godrays
  578. r.GodrayIntensity=0.5               ; Set the intensity of Godrays
  579. r.GodrayColor=(1.0, 1.0, 0.8)       ; Set the color of Godrays
  580. r.GodrayDensity=0.3                 ; Set the density of Godrays
  581. r.GodraySize=0.1                    ; Set the size of Godrays
  582. r.GodrayFalloff=0.5                 ; Set the falloff of Godrays
  583.  
  584. [/Script/Engine.RendererSettings.SkyQuality]
  585. r.SkyQuality=2.0                    ; Set the quality of the overall sky
  586.  
  587. [/Script/Engine.RendererSettings.DynamicWeather]
  588. r.DynamicWeather=1                  ; Enable or disable dynamic weather
  589. r.WindSpeed=10.0                    ; Set the wind speed for dynamic weather
  590. r.WindDirection=(0.5, 0.0, 0.5)     ; Set the direction of the wind for dynamic weather
  591. r.CloudCoverage=0.6                 ; Set the overall cloud coverage for dynamic weather
  592. r.CloudDensity=0.4                  ; Set the cloud density for dynamic weather
  593. r.RainIntensity=0.2                 ; Set the rain intensity for dynamic weather
  594. r.SnowIntensity=0.1                 ; Set the snow intensity for dynamic weather
  595. r.FogDensity=0.3                    ; Set the fog density for dynamic weather
  596. r.FogColor=(0.8, 0.8, 0.8)          ; Set the fog color for dynamic weather
  597.  
  598. [/Script/Engine.RendererSettings]
  599. ; Bloom related settings - Bloom Off
  600. r.DefaultFeature.Bloom=False
  601. r.Bloom.Cross=0                     ; DEF 0, 0.7777 for anamorphic
  602. r.Bloom.HalfResolutionFFT=0         ; DEF 0
  603. 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.
  604. 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.
  605. r.BloomThreshold=0.25               ; Specifies the luminance threshold above which pixels will bloom. Adjust this value to control the intensity of the bloom effect.
  606.  
  607. 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.
  608. 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.
  609. 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.
  610. 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.
  611. 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.
  612. 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.
  613. 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.
  614. 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.
  615. 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.
  616. 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.
  617. 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.
  618. 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.
  619. r.BloomIntensity=0.2                ; Set the bloom intensity for the overall scene
  620. r.BloomSize=0.1                     ; Set the bloom size for the overall scene
  621.  
  622. [SystemSettings]
  623. r.VignetteIntensity=0.0             ; Set the vignette intensity for the overall scene
  624. r.VignetteSize=0.9                  ; Set the vignette size for the overall scene
  625.  
  626. [WeatherSettings]
  627. ;r.WeatherType Clear                  ; Set the weather type for the scene
  628. r.CloudType=Cumulus                   ; Set the cloud type for the scene
  629. r.CloudShape=Puffy                    ; Set the cloud shape for the scene
  630. r.CloudWindSpeed=10.0                 ; Set the wind speed for the clouds
  631. r.CloudWindDirection=(0.5, 0.0, 0.5)  ; Set the wind direction for the clouds
  632. r.CloudWindCoverage=0.6               ; Set the cloud coverage for the clouds
  633. r.CloudWindDensity=0.4                ; Set the cloud density for the clouds
  634. r.CloudRainIntensity=0.2              ; Set the rain intensity for the clouds
  635. r.CloudSnowIntensity=0.1              ; Set the snow intensity for the clouds
  636. r.CloudFogDensity=0.3                 ; Set the fog density for the clouds
  637. r.CloudFogColor=(0.8, 0.8, 0.8)       ; Set the fog color for the clouds
  638.  
  639. ; ============================
  640. ; ✩░▒▓▆▅▃▂▁ SSGI ▁▂▃▅▆▓▒░✩
  641. ; ============================
  642. ; Disabled to use  Ground Truth Ambient Occlusion (GTAO) feature
  643. [/Script/Engine.RendererSettings]
  644. r.SSGI.Enable=0                         ; Enable Screen Space Global Illumination (SSGI)
  645. r.SSGI.SampleCount=16                   ; Number of samples for SSGI (increase for higher quality, but higher performance cost)
  646. r.SSGI.Integration.Quality=2            ; SSGI integration quality (0-4, 0 being the lowest quality and 4 being the highest)
  647. r.SSGI.HalfResSceneColor=1              ; Use half-resolution scene color for SSGI (improves performance at the cost of some quality)
  648.  
  649. ; Resolution settings
  650. r.SSGI.HalfResSceneDepth=1              ; Use half-resolution scene depth for SSGI (improves performance at the cost of some quality)
  651. r.SSGI.HalfResSceneDepthTemporalAA=1    ; Use half-resolution scene depth for SSGI temporal anti-aliasing (TAA)
  652.  
  653. ; Performance optimizations
  654. r.SSGI.TemporalAccumulation=1           ; Enable temporal accumulation for SSGI (improves quality at the cost of some performance)
  655. r.SSGI.HistoryConvolutionRadius=2       ; Radius for SSGI history convolution (increase for larger influence, but higher performance cost)
  656. r.SSGI.Integration.MaxScreenRadius=0.05 ; Maximum screen radius for SSGI integration (increase for larger influence, but higher performance cost)
  657. ; r.SSGI.Quality=0                        ; DEF 2, 0 for PERFORMANCE but glitchy, has been replaced with "r.DefaultFeature.AntiAliasingQuality"
  658.  
  659. ; ==============================================
  660. ; ✩░▒▓▆▅▃▂▁ SUBSURFACE POSTPROCESS ▁▂▃▅▆▓▒░✩
  661. ; ==============================================
  662. [/Script/Engine.RendererSettings]
  663. r.SubsurfaceScattering=1                             ;# Enables subsurface scattering
  664. r.SSS.Scale=2.5                                      ;# Scale factor for subsurface scattering
  665. r.SSS.Filter=2                                       ;# Subsurface scattering filter mode
  666. r.SSS.Quality=1                                      ;# Subsurface scattering quality level
  667. r.SSS.SampleSet=2                                    ;# Subsurface scattering sample set
  668. r.SSS.Checkerboard=0                                 ;# Disables subsurface scattering checkerboard pattern
  669. r.SSS.HalfRes=0                                      ;# Disables subsurface scattering half resolution
  670. r.SubsurfaceQuality=1                                ;# Subsurface quality level (possibly deprecated)
  671. r.SSS.Burley.NumSamplesOverride=0                    ;# Overrides the number of samples used in Burley subsurface scattering
  672. r.SSS.Burley.Quality=0                               ;# Quality level for Burley subsurface scattering (N/A)
  673. r.SSS.Burley.BilateralFilterKernelFunctionType=1     ;# Burley subsurface scattering bilateral filter kernel function type                            
  674.  
  675. [/Script/Engine.RendererOverrideSettings]
  676. r.SubsurfaceScattering=0                              ;# Disables overriding subsurface scattering                      
  677.  
  678. ; =========================================
  679. ; ✩░▒▓▆▅▃▂▁ TEXTURE STREAMING ▁▂▃▅▆▓▒░✩
  680. ; =========================================
  681. [/Script/Engine.RendererSettings]
  682. r.TextureStreaming=True
  683. [/Script/Engine.Engine]
  684. bUseBackgroundLevelStreaming=False ;helps ensure that the increased view distance setting persists during gameplay and less streming from disk but higher memory ussage.
  685.  
  686. ;TEXTUREGROUPS
  687. [/Script/Engine.TextureLODSettings]
  688. TEXTUREGROUP_World=(MinLODSize=1,MaxLODSize=2048,LODBias=0,MinMagFilter=aniso,MipFilter=aniso,MipGenSettings=TMGS_Unfiltered,NumStreamedMips=0)
  689. TEXTUREGROUP_WorldNormalMap=(MinLODSize=1,MaxLODSize=2048,LODBias=0,MinMagFilter=aniso,MipFilter=aniso,MipGenSettings=TMGS_Unfiltered,NumStreamedMips=0)
  690. TEXTUREGROUP_WorldSpecular=(MinLODSize=1,MaxLODSize=2048,LODBias=0,MinMagFilter=aniso,MipFilter=aniso,MipGenSettings=TMGS_Sharpen1,NumStreamedMips=0)
  691. TEXTUREGROUP_Character=(MinLODSize=1,MaxLODSize=4096,LODBias=0,MinMagFilter=aniso,MipFilter=aniso,MipGenSettings=TMGS_Unfiltered,NumStreamedMips=0)
  692. TEXTUREGROUP_CharacterNormalMap=(MinLODSize=1,MaxLODSize=4096,LODBias=0,MinMagFilter=aniso,MipFilter=aniso,MipGenSettings=TMGS_Unfiltered,NumStreamedMips=0)
  693. TEXTUREGROUP_CharacterSpecular=(MinLODSize=1,MaxLODSize=2048,LODBias=0,MinMagFilter=aniso,MipFilter=aniso,MipGenSettings=TMGS_Sharpen1,NumStreamedMips=0)
  694. TEXTUREGROUP_Weapon=(MinLODSize=1,MaxLODSize=2048,LODBias=0,MinMagFilter=aniso,MipFilter=aniso,MipGenSettings=TMGS_Unfiltered,NumStreamedMips=0)
  695. TEXTUREGROUP_WeaponNormalMap=(MinLODSize=1,MaxLODSize=2048,LODBias=0,MinMagFilter=aniso,MipFilter=aniso,MipGenSettings=TMGS_Unfiltered,NumStreamedMips=0)
  696. TEXTUREGROUP_WeaponSpecular=(MinLODSize=1,MaxLODSize=2048,LODBias=0,MinMagFilter=aniso,MipFilter=aniso,MipGenSettings=TMGS_Sharpen1,NumStreamedMips=0)
  697. TEXTUREGROUP_Vehicle=(MinLODSize=1,MaxLODSize=2048,LODBias=0,MinMagFilter=aniso,MipFilter=aniso,MipGenSettings=TMGS_Unfiltered,NumStreamedMips=0)
  698. TEXTUREGROUP_VehicleNormalMap=(MinLODSize=1,MaxLODSize=2048,LODBias=0,MinMagFilter=aniso,MipFilter=aniso,MipGenSettings=TMGS_Unfiltered,NumStreamedMips=0)
  699. TEXTUREGROUP_VehicleSpecular=(MinLODSize=1,MaxLODSize=2048,LODBias=0,MinMagFilter=aniso,MipFilter=aniso,MipGenSettings=TMGS_Sharpen1,NumStreamedMips=0)
  700. TEXTUREGROUP_Cinematic=(MinLODSize=1,MaxLODSize=2048,LODBias=0,MinMagFilter=aniso,MipFilter=aniso,MipGenSettings=TMGS_Unfiltered,NumStreamedMips=0)
  701. TEXTUREGROUP_Effects=(MinLODSize=1,MaxLODSize=2048,LODBias=0,MinMagFilter=linear,MipFilter=point,MipGenSettings=TMGS_Unfiltered,NumStreamedMips=0)
  702. TEXTUREGROUP_EffectsNotFiltered=(MinLODSize=1,MaxLODSize=2048,LODBias=0,MinMagFilter=aniso,MipFilter=aniso,MipGenSettings=TMGS_Unfiltered,NumStreamedMips=0)
  703. TEXTUREGROUP_Skybox=(MinLODSize=1,MaxLODSize=2048,LODBias=0,MinMagFilter=aniso,MipFilter=aniso,MipGenSettings=TMGS_Unfiltered,NumStreamedMips=0)
  704. TEXTUREGROUP_UI=(MinLODSize=1,MaxLODSize=2048,LODBias=0,MinMagFilter=aniso,MipFilter=aniso,MipGenSettings=TMGS_Unfiltered,NumStreamedMips=0)
  705. TEXTUREGROUP_Lightmap=(MinLODSize=1,MaxLODSize=2048,LODBias=0,MinMagFilter=aniso,MipFilter=aniso,MipGenSettings=TMGS_Blur5,NumStreamedMips=0)
  706. TEXTUREGROUP_Shadowmap=(MinLODSize=1,MaxLODSize=2048,LODBias=0,MinMagFilter=aniso,MipFilter=aniso,MipGenSettings=TMGS_Blur5,NumStreamedMips=0)
  707. TEXTUREGROUP_RenderTarget=(MinLODSize=1,MaxLODSize=2048,LODBias=0,MinMagFilter=aniso,MipFilter=aniso,MipGenSettings=TMGS_Unfiltered,NumStreamedMips=0)
  708. TEXTUREGROUP_MobileFlattened=(MinLODSize=1,MaxLODSize=2048,LODBias=0,MinMagFilter=aniso,MipFilter=aniso,MipGenSettings=TMGS_Unfiltered,NumStreamedMips=0)
  709. TEXTUREGROUP_Terrain_Heightmap=(MinLODSize=1,MaxLODSize=2048,LODBias=0,MinMagFilter=aniso,MipFilter=aniso,MipGenSettings=TMGS_Unfiltered,NumStreamedMips=0)
  710. TEXTUREGROUP_Terrain_Weightmap=(MinLODSize=1,MaxLODSize=2048,LODBias=0,MinMagFilter=aniso,MipFilter=aniso,MipGenSettings=TMGS_Unfiltered,NumStreamedMips=0)
  711. TEXTUREGROUP_Bokeh=(MinLODSize=1,MaxLODSize=1,LODBias=0,MinMagFilter=linear,MipFilter=linear)
  712. TEXTUREGROUP_Pixels2D=(MinLODSize=1,MaxLODSize=2048,LODBias=0,MinMagFilter=point,MipFilter=point)
  713. TEXTUREGROUP_IESLightProfile=(MinLODSize=1,MaxLODSize=2048,LODBias=0,MinMagFilter=aniso,MipFilter=point)
  714. TEXTUREGROUP_HDR=(MinLODSize=1,MaxLODSize=2048,LODBias=0,MinMagFilter=aniso,MipFilter=point)
  715. MinLODSize=2048
  716. MaxLODSize=8192
  717.  
  718. [/Script/Engine.RendererSettings]
  719. r.Streaming.FullyLoadUsedTextures=0       ; Configured for performance. It allows textures to be loaded partially instead of fully loading them, improving memory usage.
  720. r.Streaming.DropMips=0                    ; Configured for performance. It disables the dropping of mipmaps, ensuring all mip levels are loaded, which can improve image quality.
  721. r.Streaming.HiddenPrimitiveScale=0.5      ; Configured for performance. It scales down the streaming bounds for hidden primitives, reducing the memory usage for streaming.
  722. 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.
  723. r.Streaming.MipBias=-0.5                  ; Configured for performance. can improve performance by reducing the rendering cost of high-resolution textures.
  724. 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.
  725. r.MaxAnisotropy=16                        ; Configured for performance. It sets the maximum anisotropic filtering level to 8, which balances image quality and performance.
  726. 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.
  727. 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
  728. 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.
  729. 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.
  730.  
  731. [TextureStreaming]
  732. 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.
  733. 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.
  734. 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.
  735. 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.
  736. 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.
  737. 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.
  738. 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.
  739. 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.
  740. 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.
  741.  
  742. [SystemSettings]
  743. 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.
  744. 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.
  745. 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.
  746.  
  747. [AsyncLoading]
  748. r.Streaming.UseNewMetrics=1   ; Enables new streaming metrics for async loading
  749.  
  750. [TextureStreaming]
  751. r.Streaming.PoolSizeVRAMPercentage=20   ; Sets the percentage of VRAM to be used for texture streaming pool
  752.  
  753. [Engine.Engine]
  754. ;old Unreal 3 settings probably dont work
  755. MinTextureDensity=0.0 ; Adjusted for performance, can be increased if needed
  756. IdealTextureDensity=12.0 ; Adjusted for performance, can be increased if needed
  757. MaxTextureDensity=55.0 ; Adjusted for performance, can be increased if needed
  758.  
  759. MinLightMapDensity=0.0 ; Adjusted for performance, can be increased if needed
  760. IdealLightMapDensity=0.05 ; Adjusted for performance, can be increased if needed
  761. MaxLightMapDensity=0.2 ; Adjusted for performance, can be increased if needed
  762.  
  763. MipFadeInSpeed0=0.0 ; Increased for smoother texture mip transitions DEF 0.3
  764. MipFadeOutSpeed0=0.0 ; Increased for smoother texture mip transitions DEF 0.3
  765. MipFadeInSpeed1=0.0 ; Increased for smoother texture mip transitions DEF 0.3
  766. MipFadeOutSpeed1=0.0 ; Increased for smoother texture mip transitions DEF 0.3
  767.  
  768. ; ===========================================
  769. ; ✩░▒▓▆▅▃▂▁ OTHER OPTIMIZATIONS ▁▂▃▅▆▓▒░✩
  770. ; ===========================================
  771. [SystemSettings]
  772. r.ViewDistanceScale=1.5               ; Adjusts the distance at which objects are rendered
  773. r.ViewDistanceQuality=4               ; Sets the quality level for view distance, 4 epic
  774. r.MaterialQualityLevel=2              ; Controls the quality level for materials
  775. r.FinishCurrentFrame=0                ; Disables waiting for the GPU to finish rendering the current frame
  776. r.CreateShadersOnLoad=1               ; Enables shader compilation on load to reduce stuttering during gameplay
  777. r.Streaming.UseFixedPoolSize=0        ; Disables the use of a fixed pool size for streaming
  778. r.Streaming.PoolSize=8000             ; Sets the streaming pool size (0 means auto) 8000 for a 8GIG VRAM graphics card
  779. r.Streaming.FullyLoadUsedTextures=0   ; 1 = Ensures that used textures are fully loaded into memory, 0 = partially loaded in.
  780. r.Streaming.LimitPoolSizeToVRAM=0     ; Disables limiting the streaming pool size to VRAM
  781. r.Streaming.AmortizeCPUToGPUCopy=1    ; Enables amortization of CPU to GPU texture copies
  782. 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.
  783. r.MaxAnisotropy=16                    ; Sets the maximum level of anisotropic filtering
  784. r.MipMapLODBias=0.5                   ; Sets the level of detail bias for mipmaps
  785. r.Shaders.Optimize=1                  ; Enables shader optimization
  786. r.Shaders.FastMath=1                  ; Enables fast math optimizations for shaders
  787. r.HZBOcclusion=0                      ; Disables hardware occlusion queries for hidden zone removal
  788. r.RenderTargetPoolMin=1000            ; Sets the minimum number of render targets in the pool
  789. r.D3D11.Depth24Bit=0                  ; Disables 24-bit depth buffer for D3D11
  790. r.SkeletalMeshLODBias=0.0             ; Sets the level of detail bias for skeletal meshes
  791.  
  792. ;AUDIO OPTIMIZATIONS
  793. [Audio]
  794. AudioThread.BatchAsyncBatchSize=9999999     ; Sets the audio thread batch size for async processing
  795. AudioThread.UseBackgroundThreadPool=1       ; Enables the use of a background thread pool for audio
  796. AudioThread.EnableBatchProcessing=1         ; Enables batch processing for audio
  797.  
  798. [GPULightmass]
  799. ; Add any specific GPULightmass settings here if applicable
  800.  
  801. [FXSystem]
  802. FX.AllowAsyncTick=1            ; Enables async ticking for the FX system
  803. FX.BatchAsync=1                ; Enables async batch processing for the FX system
  804. FX.BatchAsyncBatchSize=9999999 ; Sets the FX system async batch size
  805. FX.MaxCPUParticlesPerEmitter=50          ; Sets the maximum number of CPU particles per emitter
  806. FX.MaxGPUParticlesSpawnedPerFrame=2048  ; Sets the maximum number of GPU particles spawned per frame
  807.  
  808. [Rendering]
  809. AllowAsyncRenderThreadUpdates=1                      ; Allows async updates of the render thread
  810. AllowAsyncRenderThreadUpdatesDuringGamethreadUpdates=1  ; Allows async updates of the render thread during game thread updates
  811. r.bForceCPUAccessToGPUSkinVerts=1         ; Forces CPU access to GPU skin vertices
  812. r.SupportDepthOnlyIndexBuffers=1         ; Supports depth-only index buffers
  813. r.SupportReversedIndexBuffers=1          ; Supports reversed index buffers
  814. r.DBuffer=0                              ; Disables DBuffer
  815. r.GPUCrashDebugging=0                    ; Disables GPU crash debugging
  816. r.CompileShadersForDevelopment=0         ; Disables shader compilation for development
  817.  
  818. ;GARBAGE COLLECTION OPTIMIZATIONS
  819. [/Script/Engine.GarbageCollectionSettings]
  820. gc.MaxObjectsNotConsideredByGC=478907 ; Increased the value slightly for better performance
  821. gc.SizeOfPermanentObjectPool=100000000 ; Increased the value for a larger pool size
  822. gc.ActorClusteringEnabled=True ; Enabled actor clustering for improved garbage collection
  823. gc.BlueprintClusteringEnabled=True ; Enabled blueprint clustering for improved garbage collection
  824.  
  825. ; LOG WRITE OPTIMIZATIONS
  826. [Core.System]
  827. Suppress=ScriptWarning
  828. Suppress=Error
  829. Suppress=ScriptLog
  830. Suppress=Warning
  831.  
  832. [Core.Log]
  833. ; Disable unnecessary logging categories for improved performance
  834. LogPluginManager=off
  835. LogOnlineIdentity=off
  836. LogOnlineSession=off
  837. LogMemory=off
  838. LogPakFile=off
  839. LogTemp=off
  840. LogLinker=off
  841. LogOnline=off
  842. LogOnlineGame=off
  843. LogAnalytics=off
  844. LogConfig=off
  845. LogInteractiveProcess=off
  846. LogInput=off
  847. LogOnlineEntitlement=off
  848. LogOnlineEvents=off
  849. LogOnlineFriend=off
  850. LogOnlinePresence=off
  851. LogOnlineTitleFile=off
  852. LogOnlineUser=off
  853. Global=off    ; Disable all global logging for improved performance
  854.  
  855. ; NETWORK OPTIMIZATIONS
  856. [Core.System]
  857. ConfiguredInternetSpeed=78643200  ; 75Mbps (75 * 1024 * 1024 / 8 = 78643200) Set the maximum configured internet speed (in bytes per second)
  858. ConfiguredLanSpeed=78643200       ; 75Mbps (75 * 1024 * 1024 / 8 = 78643200) Set the maximum configured LAN speed (in bytes per second)
  859.  
  860. [/script/onlinesubsystemutils.ipnetdriver]
  861. MaxClientRate=78643200          ; 75Mbps (75 * 1024 * 1024 / 8 = 78643200) Set the maximum client rate (in bytes per second)
  862. MaxInternetClientRate=78643200  ; 75Mbps (75 * 1024 * 1024 / 8 = 78643200) Set the maximum internet client rate (in bytes per second)
  863. NetServerMaxTickRate=120        ; Set the maximum tick rate for the server on the internet
  864. LanServerMaxTickRate=120        ; Set the maximum tick rate for the server on LAN
  865. MaxNetTickRate=400              ; Set the maximum net tick rate
  866. InitialConnectTimeout=300.0     ; Set the initial connect timeout (in seconds)
  867. ConnectionTimeout=300.0         ; Set the connection timeout (in seconds)
  868.  
  869. [/script/engine.gamenetworkmanager]
  870. TotalNetBandwidth=78643200      ; 75Mbps (75 * 1024 * 1024 / 8 = 78643200) Set the total net bandwidth (in bytes per second)
  871. MaxDynamicBandwidth=78643200    ; 75Mbps (75 * 1024 * 1024 / 8 = 78643200) Set the maximum dynamic bandwidth (in bytes per second)
  872. MinDynamicBandwidth=78643200    ; 75Mbps (75 * 1024 * 1024 / 8 = 78643200) Set the minimum dynamic bandwidth (in bytes per second)
  873.  
  874. [/script/socketsubsystemepic.epicnetdriver]
  875. MaxClientRate=78643200          ; 75Mbps (75 * 1024 * 1024 / 8 = 78643200) Set the maximum client rate (in bytes per second)
  876. MaxInternetClientRate=78643200  ; 75Mbps (75 * 1024 * 1024 / 8 = 78643200) Set the maximum internet client rate (in bytes per second)
  877.  
  878. [/script/engine.engine]
  879. NetClientTicksPerSecond=120     ; Set the number of client ticks per second
  880.  
  881.  
  882.  
  883. ; =====================================
  884. ; ✩░▒▓▆▅▃▂▁ References ▁▂▃▅▆▓▒░✩
  885. ; =====================================
  886. ;Colour and exposure:
  887. ; https://www.youtube.com/watch?v=EvWWMxuUju4
  888.  
  889. ;Sharpening shadows:
  890. ; https://steamcommunity.com/sharedfiles/filedetails/?l=german&id=1581653841
  891. ; https://framedsc.com/GeneralGuides/ue4guide.htm
  892.  
  893. ;Texture streaming:
  894. ; https://questions.satisfactorygame.com/post/60488c32aa0ba107e32507e4
  895.  
  896. ;Subsurface post-process
  897. ; https://docs.unrealengine.com/4.27/en-US/RenderingAndGraphics/Materials/LightingModels/SubSurfaceProfile/
  898.  
  899. ;TXAA settings:
  900. ; https://steamcommunity.com/sharedfiles/filedetails/?id=1515357092
  901. ; https://www.reddit.com/r/FuckTAA/comments/p73j8t/unreal_engine_taa_is_actually_cool/
  902.  
  903. ;Shadows:
  904. ; https://steamcommunity.com/app/1608070/discussions/0/3712685859923396082/?ctp=3
  905. ; https://forums.dovetailgames.com/threads/guide-make-tsw-less-flat-bright-looking-by-adding-ambient-occlusion.46409/
  906. ; https://forums.dovetailgames.com/threads/best-quality-shadows-and-errors-in-default-configuration.50462/
  907.  
  908. ;EyeAdaptation & AutoExposure:
  909. ; https://steamcommunity.com/app/530070/discussions/0/1735462352466997887/?l=italian
  910. ; https://www.reddit.com/r/HarryPotterGame/comments/10zm5lu/dark_scene_brightness_fix_pc/
  911. ; https://www.nexusmods.com/hogwartslegacy/mods/47?tab=posts
  912.  
  913.  
  914.  
  915.  
  916.  
  917. ; SETTINGS TAKEN OUT (glitching issues)
  918. ; -------------------------------------
  919. ; r.TemporalAAUpsampling=1
  920. ; r.TemporalAA.Algorithm=1                    ; 0 = Gen 4, 1 = Gen 5
  921. ; r.ScreenPercentage=75                       ; Render resolution before upsampling
  922. ; r.Jittering=1
  923. ; r.TemporalAA.Algorithm=1                    ; DEF 0, 0 for PERFORMANCE
  924. ; r.TemporalAA.AllowDownsampling=1            ; DEF 1
  925. ; r.TemporalAA.HistoryScreenPercentage=100    ; DEF 100
  926. ; r.TemporalAA.R11G11B10History=0             ; DEF 0
  927. ; r.TemporalAA.Upscaler=1                     ; DEF 1
  928. ; r.TemporalAAUpsampleFiltered=1              ; DEF 1
  929.  
  930. ; r.Shadow.CSMShadowDistanceFadeoutMultiplier=0.1
Tags: Redout2
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