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Engine.ini v2 cache tweaked

Jun 5th, 2023
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INI file 76.45 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.  
  43. ; Engine.ini located C:\Users\%username%\AppData\Local\Redout2\Saved\Config\WindowsNoEditor
  44. ; Remember to set the file as read-only in file properties    
  45.  
  46. ;----------------------------------------------------------------
  47. ; Note: I have optimized every setting I could find on this game.
  48. ; ---------------------------------------------------------------
  49. ;       Raytracing on,
  50. ;       TXAA on and optimized
  51. ;       AO options set to GTAO. SSAO and normal AO are disabled.
  52. ;       Colour tweaked.
  53. ;       Optimized for systems with 16GIG RAM and an 8 GIG Graphics card
  54. ;       DOF, Bloom, image grain, ChromaticAberration Off.
  55. ;       EYEADAPTION / AUTOEXPOSURE settings Optimized.
  56. ;       Texture Groups and streaming options are all Optimized.
  57. ;       Audio Optimized.
  58. ;       Internet Optimized.
  59. ;       other optimizations Shadows gras sky lighting foliage etc.
  60. ;       Added cache and other system-related tweaks.
  61. ; ----------------------------------------------------------------
  62.  
  63. [Audio]
  64. UnfocusedVolumeMultiplier=0.500000
  65.  
  66. ; ===============================
  67. ; ✩░▒▓▆▅▃▂▁ COLOUR ▁▂▃▅▆▓▒░✩
  68. ; ===============================
  69. [/Script/Engine.RendererSettings]
  70. r.GBufferFormat=1                         ; Set the G-buffer format to HighPrecisionNormals for better color representation
  71.  
  72. ;perfect             ;Normal                         ;LIGHTER              ;DARK                ;not tested
  73. r.Color.Max=0.85     ; 0.00-1.00, 1.00 = default     ;r.Color.Max=1.05     ;r.Color.Max=0.8
  74. 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
  75. 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
  76.  
  77. 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
  78. r.SceneColorFringe.Max=1.0                ; Maximum scene color fringe amount, Set maximum scene color fringe to 0 for cleaner edges.
  79. r.SceneColorFormat=3                      ; Set the scene color format to RGBA16 for higher color precision. set to 3, reducing memory usage.
  80.  
  81. [/Script/Engine.RendererOverrideSettings]
  82. r.DefaultFeature.ColorGrading=0                 ; Disable color grading for improved performance
  83. r.Color.MaxEditingLUTs=16                       ; Maximum number of color lookup tables (LUTs) used for color correction
  84. r.Color.MidTones.Sharpen=0                      ; Increases sharpness of mid-tone colors DEF 0
  85. r.Color.MidTones.Saturation=1.2                 ; Enhances the saturation of mid-tone colors
  86. r.Color.Contrast=1.1                            ; Increases overall contrast of the scene
  87. r.Color.Grayscale=0                             ; Disables grayscale effect, keeping colors vibrant
  88. r.Color.Max=1.5                                 ; Boosts the maximum intensity of colors
  89. r.Color.MaxHDR=2.0                              ; Boosts the maximum intensity of colors in HDR (high dynamic range) scenes
  90. r.Tonemapper.Method=1                           ; Sets the tonemapping method to improve color reproduction
  91. r.TonemapperGamma=1.9                           ; DEF 0
  92. r.TonemapperFilm=1                              ; 0 = off (game default), 1 = on (engine default?)
  93. r.Tonemapper.EmulateHDR=0                       ; DEF 0
  94. r.Tonemapper.MergeWithUpscale.Mode=0            ; DEF 0
  95. r.Tonemapper.MergeWithUpscale.Threshold=0.49    ; DEF 0.49
  96. r.DefaultFeature.AmbientCubemap=False           ; Disable ambient cubemap for performance
  97.  
  98. [/Script/Engine.Engine]
  99. ; Default color space used for rendering
  100. r.DefaultColorSpace=1               ; 0: sRGB (standard RGB), 1: Linear (linear color space)
  101.  
  102. ; Gamma correction settings
  103. r.GammaCorrection=1                 ; Enables gamma correction for rendering
  104. r.FastToneMapping=1                 ; Enables fast tone mapping for better performance
  105. r.Exposure=1.0                      ; Set the overall exposure for the scene
  106. r.Contrast=1.0                      ; Set the overall contrast for the scene
  107. r.Saturation=1.0                    ; Set the overall saturation for the scene
  108. r.Gamma=1.0                         ; Set the overall gamma for the scene
  109. r.Temperature=6500.0                ; Set the overall temperature for the scene
  110. r.Tint=(1.0, 1.0, 1.0)              ; Set the overall tint for the scene
  111.  
  112. [/Script/Engine.PostProcessSettings]
  113. ; Remove Film grain effect
  114. 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)
  115. 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)
  116. 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).
  117. #
  118. ; ===================================================
  119. ; ✩░▒▓▆▅▃▂▁ EYEADAPTION / AUTOEXPOSURE ▁▂▃▅▆▓▒░✩
  120. ; ===================================================
  121. [/Script/Engine.RendererSettings]
  122. r.EyeAdaptation.ExponentialTransitionDistance=1  
  123. r.EyeAdaptation.LensAttenuation=0.78              ; Default .65 lower is darker
  124. r.EyeAdaptationQuality=2                          ; 0-3, 0 = off, 2 = default, 1/3 = not implemented
  125.  
  126. r.DefaultFeature.AutoExposure=0                   ; Auto exposure disabled for improved performance.
  127. r.DefaultFeature.AutoExposure.Method=1            ; Auto exposure method set to 0, disabling it for performance.
  128. r.DefaultFeature.AutoExposure.ExtendDefaultLuminanceRange=1
  129.  
  130. [TimeOfDaySystem]
  131. AutoExposure.SpeedUp=10.0
  132. AutoExposure.SpeedDown=6.0
  133.  
  134. VolumetricCloud.Force2LayerMaterial=1
  135. VolumetricCloud.RayMarchedShadows=1
  136. VolumetricCloud.GroundContribution=1
  137.  
  138. [Engine.RendererSettings]
  139. r.DFDistanceScale=10
  140. r.DFFullResolution=1
  141.  
  142. ; =====================================
  143. ; ✩░▒▓▆▅▃▂▁ SSAO SETTINGS ▁▂▃▅▆▓▒░✩
  144. ; =====================================
  145. ;Disables to use  Ground Truth Ambient Occlusion (GTAO) feature
  146. [/Script/Engine.RendererSettings]
  147. r.SSAO.Method=0                       ; Disable SSAO (0)
  148. r.SSAO.Quality=0                      ; Set SSAO quality to low (0)
  149. r.SSAO.SampleSet=0                    ; Use the default sample set for SSAO (0)
  150. r.SSAO.MaxViewDistance=10000.0        ; Limit the maximum distance over which SSAO is applied
  151. r.SSAO.HalfResolution=0               ; Disable half-resolution SSAO
  152. r.SSAO.BlurRadius=0                   ; Disable SSAO blur
  153. r.SSAO.BlurSharpness=0.0              ; Set SSAO blur sharpness to 0 (no blur)
  154. r.SSAO.BlurPasses=1                   ; Use a single pass for SSAO blur
  155. r.SSAO.DepthBias=0.0                  ; Set SSAO depth bias to 0 (no bias)
  156. r.SSAO.DirtyTranslucencySupport=1     ; Enable SSAO for dirty (unshadowed) translucent surfaces
  157. r.SSAO.Downsampling=1                 ; Enable SSAO downsampling for performance (1)
  158. r.SSAO.ScreenSpaceRadius=0.5          ; Set SSAO screen space radius to 0.5 (adjust to your liking)
  159. r.SSAO.MinRadius=0.02                 ; Set SSAO minimum radius (adjust to your liking)
  160. r.SSAO.SampleRadiusScale=0.3          ; Scale the SSAO sample radius (adjust to your liking)
  161. r.SSAO.Intensity=1.0                  ; Set SSAO intensity to 1 (adjust to your liking)
  162. r.SSAO.AutoCompute=0                  ; Disable automatic computation of SSAO (for manual tweaking)
  163.  
  164. [/Script/Engine.RendererOverrideSettings]
  165. r.SSAO.Enable=False                        ; Enable SSAO effect
  166.  
  167. [/Script/Engine.RendererSettings]
  168. r.SSAO.Enable=False                        ; Enable SSAO effect (added for clarity, can be removed if desired)
  169.  
  170. ; ========================================
  171. ; ✩░▒▓▆▅▃▂▁ SHADOWS SETTINGS ▁▂▃▅▆▓▒░✩
  172. ; ========================================
  173. [/Script/Engine.RendererSettings]
  174. r.Shadow.MaxResolution=2048                        ; DEF 2048, 512/1024 for PERFORMANCE , 4096=high                
  175. r.Shadow.MaxCSMResolution=1024                     ; Maximum cascaded shadow map resolution 512 performance
  176. r.Shadow.MaxCascades=1                             ; Maximum number of cascades for directional lights 4 high DEF 3, 1 or 2 for PERFORMANCE
  177. r.Shadow.CSM.MaxCascades=8
  178. r.Shadow.CSM.TransitionScale=1.0                   ; Sets the transition scale for cascaded shadow maps DEF 0.8
  179. 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
  180. r.Shadow.RadiusThreshold=0.05                      ; DEF 0.04, Threshold for shadow rendering
  181. r.Shadow.CSM.FadeResolution=32                     ; Fade resolution for cascaded shadow maps
  182. r.Shadow.CSM.SplitPenumbraScale=0.1                ; Scale factor for split penumbra
  183. r.Shadow.CSM.SplitDepthBiasScale=0.01              ; Scale factor for split depth bias
  184. r.Shadow.TexelsPerPixel=2                          ; Number of texels per screen pixel for shadow rendering
  185. r.Shadow.NumDynamicShadowCascades=4                ; Number of dynamic shadow cascades
  186. r.Shadow.CSM.NumCascades=4                         ; Number of cascades for cascaded shadow maps
  187. r.Shadow.CSM.DepthRange=10000                      ; Depth range for cascaded shadow maps
  188. r.Shadow.CSM.CascadeDistributionExponent=3.0       ; Distribution exponent for cascades
  189. r.Shadow.CSM.CascadeTransitionFraction=0.1         ; Transition fraction for cascades
  190. r.Shadow.FadeResolution=128                        ; Fade resolution for shadow rendering
  191. r.Shadow.MaxFadeDistance=10000                     ; Maximum fade distance for shadow rendering
  192. r.Shadow.MinResolution=8                           ; Minimum resolution for shadows
  193. r.Shadow.MinPreShadowResolution=8                  ; Minimum resolution for pre-shadow rendering
  194. r.Shadow.PreShadowResolutionFactor=0.5             ; Sets the pre-shadow resolution factor
  195. r.Shadow.CSM.DepthBias=0                           ; Depth bias for cascaded shadow maps
  196. r.Shadow.RadiusThresholdMultiplier=1.0             ; Radius threshold multiplier for shadow rendering
  197. r.Mobile.EnableStaticAndCSMShadowReceivers=0       ;Static and cascaded shadow receivers disabled for mobile devices, improving performance.
  198. r.Shadow.CachedShadowsCastFromMovablePrimitives=1  ; DEF 1, 0 for PERFORMANCE
  199. r.Shadow.CacheWholeSceneShadows=1                  ; DEF 1
  200. r.Shadow.CacheWPOPrimitives=0                      ; DEF 0
  201. r.Shadow.CSMDepthBias=8                            ; DEF 10
  202. 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.
  203. r.Shadow.MaxCSMResolution=2048                     ; DEF 2048, 1024 for PERFORMANCE , 4096=high
  204. r.Shadow.MaxNumPointShadowCacheUpdatesPerFrame=-1  ; DEF -1
  205. r.Shadow.MaxNumSpotShadowCacheUpdatesPerFrame=-1   ; DEF -1
  206. r.Shadow.OcclusionCullCascadedShadowMaps=0         ; DEF 0
  207. r.Shadow.PointLightDepthBias=0.02                  ; DEF 0.02
  208. r.Shadow.PointLightSlopeScaleDepthBias=3           ; DEF 3
  209. r.Shadow.SpotLightTransitionScale=60               ; DEF 60, 7=high faster
  210. r.Shadow.TransitionScale=60                        ; DEF 60, 7=high faster
  211. r.ShadowQuality=3                                  ; DEF 4, 3 for PERFORMANCE
  212. r.Shadow.CSMResolution=256                         ; Controls the resolution of grass shadows
  213. r.Shadow.CSMSplitCount=4                           ; Determines the number of cascades for grass shadow maps
  214.  
  215. [/Script/Engine.RendererSettings]
  216. r.AmbientOcclusion=1    ; Enables screen-space ambient occlusion
  217. r.GTAO=1                ; Enables Ground Truth Ambient Occlusion (GTAO)
  218.  
  219. [/Script/Engine.RendererOverrideSettings]
  220. ; Ambient occlusion settings
  221. r.DefaultFeature.AmbientOcclusion=False     ; Disables default ambient occlusion
  222. r.AmbientOcclusionLevels=0                  ; Sets the number of ambient occlusion levels (0 = off, 1 = low, 2 = high)
  223. r.AmbientOcclusionRadiusScale=0.0           ; Sets the ambient occlusion radius scale
  224. r.AmbientOcclusionStaticFraction=0.0        ; Sets the fraction of static occlusion
  225. r.DepthOfFieldQuality=0                     ; Disables Depth of Field (DOF) for performance, This is also in 3 other sections
  226. r.AmbientOcclusionFadeDistance=10000.0      ; Distance at which ambient occlusion fades out
  227. r.AllowOcclusionQueries=1                   ; Enables occlusion queries for performance improvement
  228.  
  229. [/Script/Engine.RendererSettings]
  230. ; Ground Truth Ambient Occlusion
  231. r.GTAO.Enable=True              ; Enables GTAO for Ground Truth Ambient Occlusion
  232. r.AmbientOcclusion.Method=2     ; Sets the method for ambient occlusion (1 = screen-space, 2 = ray tracing)
  233. r.GTAO.FalloffEnd=300           ; Distance at which the occlusion completes the fall-off
  234. r.GTAO.SpatialFilter=0          ; Enable Spatial Filter for GTAO (0: Off, 1: On)
  235. r.GTAO.NumAngles=2              ; Number of angles chosen per pixel for GTAO (must be between 1 and 16)
  236. r.GTAO.UseNormals=1             ; Whether to use GBuffer Normals or Depth Derived normals for GTAO (0: Off, 1: On)
  237. r.GTAO.ThicknessBlend=0.0       ; A heuristic to bias occlusion for thin or thick objects (0: Off, >0: On, bigger values reduce occlusion)
  238. r.GTAO.Combined=1               ; Enable combining GTAO with other ambient occlusion methods (0: Off, 1: On)
  239. r.GTAO.Downsample=1             ; Perform GTAO at half resolution (0: Off, 1: On)
  240. 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)
  241. r.GTAO.TemporalFilter=1         ; Enable Temporal Filter for GTAO (0: Off, 1: On)
  242. r.GTAO.Upsample=1               ; Enable Simple or Depth-aware upsample filter for GTAO (0: Simple, 1: DepthAware)
  243. r.GTAO.PauseJitter=0            ; Whether to pause Jitter when Temporal filter is off (0: Off, 1: On)
  244. r.GTAO.FilterWidth=4            ; Size of the noise pattern and filter width (5: 5x5 Pattern, 4: 4x4 Pattern)
  245.  
  246. [/Script/Engine.GTAOSettings]
  247. r.GTAO.Resolution=50                   ; Resolution factor for GTAO (lower values improve performance)
  248. r.GTAO.SampleSet=1                     ; Sample set index for GTAO (1 is the default)
  249. r.GTAO.Bias=0.4                        ; Bias factor for GTAO (higher values increase occlusion)
  250. r.GTAO.Power=1.0                       ; Power factor for GTAO (higher values increase occlusion)
  251. r.GTAO.MaxDistance=1000.0              ; Maximum distance for GTAO (higher values increase occlusion range)
  252. r.GTAO.HorizonAngle=1.5                ; Horizon angle for GTAO (higher values increase occlusion near horizon)
  253. r.GTAO.NumSteps=8                      ; Number of occlusion steps for GTAO (higher values increase quality)
  254. r.GTAO.NumDirections=4                 ; Number of directions for GTAO (higher values increase quality)
  255. r.GTAO.NumCutoutSamples=4              ; Number of cutout samples for GTAO (higher values increase quality)
  256. r.GTAO.NumCutoutSampleIterations=2     ; Number of cutout sample iterations for GTAO (higher values increase quality)
  257. r.GTAO.NumRandomRotations=8            ; Number of random rotations for GTAO (higher values increase quality)
  258.  
  259. ; ==================================
  260. ; ✩░▒▓▆▅▃▂▁ RAYTRACING ▁▂▃▅▆▓▒░✩
  261. ; ==================================
  262. [/Script/Engine.RendererSettings]
  263. r.DefaultFeature.RayTracing=1             ; Enable ray tracing
  264. r.RayTracing=1                           ; Enable global ray tracing
  265.  
  266. ; Performance settings
  267. r.RayTracing.Reflections.MaxRoughness=0.8 ; Maximum roughness for ray-traced reflections (lower value for better performance)
  268. r.RayTracing.Shadows.MaxCSMRadius=0       ; Maximum cascaded shadow map radius for ray-traced shadows (0 for better performance)
  269. r.RayTracing.AmbientOcclusion.MaxFullResolutionSamplesPerPixel=8 ; Maximum number of samples per pixel for ambient occlusion (lower value for better performance)
  270. r.RayTracing.GlobalIllumination.SamplePerPixel=1 ; Number of samples per pixel for ray-traced global illumination (lower value for better performance)
  271. r.RayTracing.TranslucencyLightingVolumeDim=8 ; Resolution of the ray-traced translucency lighting volume (lower value for better performance)
  272. r.RayTracing.SkyLight.MaxSamplesPerPixel=1 ; Number of samples per pixel for ray-traced skylight (lower value for better performance)
  273.  
  274. ; Additional ray tracing settings
  275. r.RayTracing.UseTextureLod=1             ; Use texture LOD for ray tracing (can improve performance in certain scenarios)
  276. r.RayTracing.ForceAllRayTracingEffects=0 ; Force all ray tracing effects to be enabled (0 for better performance, enable specific effects as needed)
  277.  
  278. ; Quality settings
  279. r.RayTracing.Quality=1                   ; Overall ray tracing quality (0 for lower quality, 1 for balanced, 2 for high quality)
  280. r.RayTracing.Reflections.MaxBounces=2    ; Maximum number of bounces for ray-traced reflections (higher value for more accurate reflections, but impacts performance)
  281. r.RayTracing.Shadows.MaxRayDistance=10000 ; Maximum ray distance for ray-traced shadows (higher value for longer shadows, but impacts performance)
  282. r.RayTracing.AmbientOcclusion.MaxRayDistance=1000 ; Maximum ray distance for ambient occlusion (higher value for larger occlusion radius, but impacts performance)
  283.  
  284. ; Memory and cache settings
  285. r.RayTracing.Cache.NumGB=8               ; Amount of GPU memory to allocate for ray tracing (increase if running out of memory)
  286. r.RayTracing.Cache.SampleFactor=2        ; Memory usage factor for ray tracing cache (higher value for more aggressive caching)
  287.  
  288. ; Debugging and profiling
  289. r.RayTracing.Debug.VisualizeMeshBVH=0     ; Visualize mesh bounding volume hierarchy (0 for better performance)
  290. r.RayTracing.Debug.VisualizeMaterialGBuffer=0 ; Visualize material G-buffer for debugging (0 for better performance)
  291.  
  292. ; ===============================================
  293. ; ✩░▒▓▆▅▃▂▁ INTEL Xe SUPER SAMPLING ▁▂▃▅▆▓▒░✩
  294. ; ===============================================
  295. ;r.TemporalAA.Upsampling=1 needed below in AA section
  296. [/Script/Engine.RendererSettings]
  297. r.IntelXeSS.Enabled=1                   ; Enable Intel XeSS
  298. r.IntelXeSS.Quality=2                   ; Set Intel XeSS quality level (0 = Performance, 1 = Balanced, 2 = Quality)
  299. r.IntelXeSS.Sharpening=0.0              ; Set Intel XeSS sharpening strength (0.0 to 1.0)
  300.  
  301. ; Optional Settings
  302. r.IntelXeSS.Denoising=1                 ; Enable Intel XeSS denoising (0 = Off, 1 = On)
  303. r.IntelXeSS.DenoisingStrength=0.75      ; Set Intel XeSS denoising strength (0.0 to 1.0)
  304. r.IntelXeSS.Smoothness=0.5              ; Set Intel XeSS smoothness factor (0.0 to 1.0)
  305.  
  306. ; Advanced Settings
  307. r.IntelXeSS.RayTracingResolution=1.0    ; Set Intel XeSS ray tracing resolution scale (0.1 to 2.0)
  308. r.IntelXeSS.RayTracingUpsample=1        ; Enable Intel XeSS upsampling for ray tracing (0 = Off, 1 = On)
  309.  
  310. ; ====================================
  311. ; ✩░▒▓▆▅▃▂▁ ANTIALIASING ▁▂▃▅▆▓▒░✩
  312. ; ====================================
  313. [/Script/Engine.RendererSettings]
  314. 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.
  315. r.DefaultFeature.AntiAliasing=4                ; Set the anti-aliasing quality. Values: 0 (off), 1 = MSAA, 2 (FXAA), 4 (TemporalAA), 6 (MSAA), 8 (TAA)
  316. 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)
  317. 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
  318.  
  319. ; TXAA settings
  320. 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
  321.  
  322. r.TemporalAA.Upsampling.NumMips=3              ; Number of MIP levels to use for upsampling
  323. r.TemporalAA.Upsampling.MinMipCount=1          ; Minimum MIP level to use for upsampling
  324. r.TemporalAA.Upsampling.MaxFilterWidth=16      ; Maximum filter width for upsampling
  325. r.TemporalAA.Upsampling.Sharpen=0.0            ; Adjust the sharpness of the upsampling filter
  326. r.TemporalAA.Upsampling.ViewDistanceScale=1.0  ; Scale the upsampling effect based on view distance
  327.  
  328. ; Additional settings for fine-tuning TXAA
  329. r.TemporalAA.HistoryConvolution.BoxSigma=0.1    ; Sigma value for the box filter used in the history convolution
  330. r.TemporalAA.HistoryConvolution.Sharpen=0.0     ; Adjust the sharpness of the history convolution filter
  331. r.TemporalAA.HistoryConvolution.FastFilter=0    ; Enable fast filtering for history convolution
  332. r.TemporalAA.Upsampling.DepthJitter=0           ; Amount of depth jittering for upsampling
  333. r.TemporalAA.Upsampling.PatternJitter=0         ; Amount of pattern jittering for upsampling
  334. r.TemporalACCatmullRom=1
  335. r.TemporalAAPauseCorrect=1                      ; DEF 1
  336. 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).
  337. r.TemporalAADynamicSharpen=0.0
  338. r.TemporalAAFilterSize=0.1                      ; 0.0 = sharper/aliased, 1.0 = default smooth/blurry
  339. r.TemporalAASharpness=0.0                       ; DEF 1
  340. r.TemporalAACatmullRom=1                        ; DEF 0
  341.  
  342. ; FXAA settings
  343. ; FXAA quality settings
  344. r.TonemapperQuality=0            ; 0 = Low, 1 = High - Adjusts the tonemapper quality used with FXAA
  345.  
  346. ; FXAA performance settings
  347. r.ForcePrecomputedVisibility=0   ; 0 = Disabled, 1 = Enabled - Disables precomputed visibility to improve performance with FXAA
  348. r.AllowLandscapeShadows=0        ; 0 = Disabled, 1 = Enabled - Disables landscape shadows for better FXAA performance
  349. ; r.AllowStaticLighting=1         ; 0 = Disabled, 1 = Enabled - Allows static lighting to improve FXAA performance **this setting is in lighting section.**
  350.  
  351. ; FXAA optimizations
  352. r.AllowHMDWarp=1                 ; 0 = Disabled, 1 = Enabled - Enables distortion for VR rendering
  353. r.OneFrameThreadLag=0            ; 0 = Disabled, 1 = Enabled - Reduces latency by lagging the frame output by one frame
  354.  
  355. r.Upscale.Quality=4              ; 0-5, 3 = default
  356.  
  357. ; ====================================
  358. ; ✩░▒▓▆▅▃▂▁ REFLECTIONS ▁▂▃▅▆▓▒░✩
  359. ; ====================================
  360. [/Script/Engine.RendererOverrideSettings]
  361. r.SSR.Quality=0                                    ; Disables screen space reflections for improved performance.
  362. r.SSR.MaxRoughness=0.2                             ; Adjusts the maximum roughness for screen space reflections.
  363. r.SSR.RayMaxRoughness=0.2                          ; Adjusts the maximum roughness for ray traced reflections.
  364. r.SSR.Quality=0                                    ; Disables screen space reflections for improved performance.
  365. r.SSR.HalfRes=False                                ; Disables half-resolution reflections for improved quality.
  366. r.SSR.Temporal=0                                   ; Temporal screen space reflections (SSR) disabled for improved performance.
  367. r.SSR.Stencil=0                                    ; Stencil for screen space reflections (SSR) disabled for improved performance.
  368. r.SSR.HalfResSceneColor=1                          ; Half-resolution scene color enabled for screen space reflections (SSR), improving performance.
  369.  
  370. [/Script/Engine.RendererSettings]
  371. r.ReflectionEnvironment=1                                ; Enables reflection environment
  372. r.ReflectionCaptureResolution=256                        ; Sets the resolution of reflection captures to 256x256 0r 128 for performance.
  373. r.ReflectionEnvironmentLightmapMixBasedOnRoughness=1     ; Enables roughness-based mix of reflection environment lightmap.
  374. r.ReflectionEnvironmentLightmapMixLargestWeight=1.0      ; Sets the weight for the largest mip of the reflection environment lightmap.
  375. r.ReflectionEnvironmentLightmapMixFinalWeighting=0.5     ; Sets the weighting for the final calculation of the reflection environment lightmap.
  376. r.ReflectionCaptureResolutionSkylight=128                ; Sets the resolution for skylight reflection captures
  377. r.ReflectionEnvironmentResolution=128                    ; Sets the resolution for the reflection environment
  378. r.ForceLQReflections=1                                   ; Low-quality reflections forced for improved performance.
  379. r.ReflectionsQuality=3                                   ; Reflection quality (0 to 4, higher values provide better quality but may impact performance)
  380. r.ReflectionsMaxRoughness=0.8                            ; Maximum roughness value for reflections
  381. r.ReflectionsSamplesPerPixel=4                           ; Number of reflection samples per pixel
  382. r.RefractionQuality=0                                    ; Refraction quality set to 0, disabling it for performance.
  383.  
  384. ; ============================================
  385. ; ✩░▒▓▆▅▃▂▁ CHROMATIC ABERRATION ▁▂▃▅▆▓▒░✩
  386. ; ============================================
  387. [/Script/Engine.RendererOverrideSettings]
  388. ; ChromaticAberration Off
  389. r.ChromaticAberration=False                      ; Disable chromatic aberration for better performance
  390.  
  391. [/Script/Engine.RendererSettings]
  392. r.ChromaticAberration=False                      ; Disable chromatic aberration for better performance
  393.  
  394. ; ====================================
  395. ; ✩░▒▓▆▅▃▂▁ MOTIONBLUR ▁▂▃▅▆▓▒░✩
  396. ; ====================================
  397. [SystemSettings]
  398. ; MotionBlur Off
  399. r.DefaultFeature.MotionBlur=false
  400. r.MotionBlurQuality=0                           ; This setting controls the quality level of motion blur
  401. r.MotionBlur.Scale=2.0                          ; This setting determines the scale or intensity of motion blur
  402. r.FastBlurThreshold=0                           ; This setting controls the threshold for fast blur
  403. r.TranslucencyVolumeBlur=0                      ; This setting controls the volume blur for translucency
  404.  
  405. ; ===========================
  406. ; ✩░▒▓▆▅▃▂▁ DOF ▁▂▃▅▆▓▒░✩
  407. ; ===========================
  408. [/Script/Engine.Engine]
  409. ; DepthOfField Off
  410. r.DefaultFeature.DepthOfField=False
  411. 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.
  412. r.GaussianDOF=0
  413. r.DepthOfField.FarBlur=0
  414. r.DOF.Kernel.MaxBackgroundRadius=0.0000
  415.  
  416. [/Script/Engine.RendererSettings]
  417. 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.
  418. r.DepthOfField.MaxBokehSize=64           ; Controls the maximum size of the bokeh. Increase this value for larger, more pronounced bokeh.
  419. r.DepthOfField.MaxNearBlurSize=32        ; Sets the maximum size of the near blur. Increase this value for a stronger near blur effect.
  420. r.DepthOfField.MaxFarBlurSize=256        ; Sets the maximum size of the far blur. Increase this value for a stronger far blur effect.
  421. r.DepthOfField.FarBlurKernelSize=32      ; Controls the kernel size for the far blur. Adjust as needed for a desired level of blurring.
  422. r.DepthOfField.NearBlurKernelSize=16     ; Controls the kernel size for the near blur. Adjust as needed for a desired level of blurring.
  423. r.DepthOfField.DepthBlurRadius=0.5       ; Controls the radius of the depth blur effect. Adjust as needed for a desired level of blurring.
  424. r.DepthOfField.DepthBlurAmount=1.0       ; Controls the overall amount of depth blur effect. Increase this value for a stronger depth blur.
  425. 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.
  426. 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.
  427. r.DepthOfFieldNearTransitionRegion=0.15  ; Controls the transition region between the focused and unfocused areas near the camera.
  428. r.DepthOfFieldFarTransitionRegion=0.15   ; Controls the transition region between the focused and unfocused areas far from the camera.
  429. 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.
  430. 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.
  431. r.DepthOfField.MaxBokehBlurRadius=64     ; Controls the maximum blur radius for bokeh. Increase this value for a larger, more blurred bokeh effect.
  432. r.DepthOfField.BokehRadiusScale=2.0      ; Scales the radius of the bokeh. Increase this value for a larger bokeh effect.
  433. r.DepthOfField.BokehShape=0.5            ; Sets the shape of the bokeh. Adjust as needed for different bokeh shapes.
  434. 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.
  435. 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.
  436.  
  437. ; ================================
  438. ; ✩░▒▓▆▅▃▂▁ LIGHTING ▁▂▃▅▆▓▒░✩
  439. ; ================================
  440. [/Script/Engine.RendererSettings]
  441. ; Light functions settings
  442. r.DefaultFeature.LightFunctions=1               ; Enables light functions
  443. r.LightFunctionQuality=1                        ; Sets the light function quality (0 = low, 1 = high)
  444. r.TranslucencyLightingVolumeDim=8               ; Dimensions of the lighting volume for translucent materials set to 8, reducing memory usage. 24=High
  445. 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.
  446. r.AllowStaticLighting=0                         ; Disable static lighting to rely more on dynamic lighting and color accuracy. Disable reduce memory usage
  447. r.LightPropagationVolume=0                      ; Light propagation volume (LPV) disabled for improved performance.
  448.  
  449. ; Light shafts settings (also known as God rays)
  450. r.LightShaftQuality=1                           ; Sets the light shaft quality (0 = low, 1 = high) set to 0, disabling it for performance.
  451.  
  452. ; Particle system settings
  453. r.ParticleLightQuality=1                        ; Sets the particle light quality (0 = low, 1 = high)
  454.  
  455. ; Miscellaneous settings
  456. r.LightCullingQuality=1                         ;Light culling quality set to 1 for improved performance.
  457.  
  458. ; LensFlare
  459. r.LensFlareIntensity=0.3                  ; Set the lens flare intensity for the overall scene
  460. r.LensFlareThreshold=0.8                  ; Set the lens flare threshold for the overall scene
  461. r.LensFlareSize=0.05                      ; Set the lens flare size for the overall scene
  462. r.LensFlareQuality=1                      ;r.LensFlareQuality determines the quality of lens flares in the game.0 disables lens flares, while higher values increase the quality.
  463. 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.
  464. 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.
  465. 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.
  466. 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.
  467. r.LensFlareOcclusionDepthRange=1000       ;r.LensFlareOcclusionDepthRange determines the depth range for occlusion queries with lens flares. =1000 sets the depth range in centimeters.
  468.  
  469. ; ===========================
  470. ; ✩░▒▓▆▅▃▂▁ FOG ▁▂▃▅▆▓▒░✩
  471. ; ===========================
  472. [/Script/Engine.RendererSettings]
  473. ; Fog related settings
  474. r.Fog=1                                                                      ; Enables or disables fog in the scene. Set to 1 to enable fog, or 0 to disable.
  475. r.FogDensity=0.2                                                             ; Sets the overall density of the fog. Higher values result in denser fog, while lower values create thinner fog.
  476. 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.
  477. r.FogMaxOpacity=1.0                                                          ; Sets the maximum opacity of the fog. The fog will appear fully opaque at this value.
  478. 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.
  479. 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.
  480. 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.
  481. 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.
  482. r.FogInscatteringTexture=Texture2D'EngineResources.WhiteSquareTexture'       ; Specifies a texture that controls the inscattering of light by the fog. You can assign a texture asset here.
  483. 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.
  484. 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.
  485. 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.
  486.  
  487. ; =============================
  488. ; ✩░▒▓▆▅▃▂▁ GRASS ▁▂▃▅▆▓▒░✩
  489. ; =============================
  490. [/Script/Engine.Engine]
  491. ; Grass settings (3 option in shadows section that effect grass)
  492. r.Grass.FadeRange=5000                         ; Controls the distance at which grass will begin to fade out from the camera
  493. r.Grass.MaxDrawDistance=10000                  ; Controls the maximum draw distance for grass
  494. r.Grass.MinScreenSize=0.1                      ; Determines the minimum screen size a grass blade must occupy to be drawn
  495. r.Grass.DensityScale=2                       ; Controls the density of grass blades 2 high, DEF 1, 0.6 for PERFORMANCE
  496. r.Grass.WidthScale=1.0                         ; Controls the thickness of grass blades
  497. r.Grass.EnableShadows=1                        ; Enables or disables grass shadows
  498. r.Shadow.CSMResolution=256                     ; Controls the resolution of grass shadows
  499. r.Shadow.CSMSplitCount=4                       ; Determines the number of cascades for grass shadow maps
  500. r.Grass.UseVertexColor=1                       ; Enables or disables grass vertex coloring
  501. r.Grass.MaxClusterInstances=8                  ; Controls the maximum number of grass blades per cluster
  502. r.Grass.MaxClusterComponents=32                ; Controls the maximum number of grass clusters per componen
  503. r.Landscape.EnableGrassVisibilityCulling=1     ; Enables or disables culling of grass based on landscape visibility
  504. r.Landscape.GrassVisibilitySampleCount=16      ; Controls the number of grass samples used for visibility culling
  505. r.Grass.Collision=1                            ; Enables or disables collision of grass with other objects
  506. r.Grass.MaxCollisionPerBlade=4                 ; Controls the maximum number of collisions per grass blade
  507.  
  508. [/Script/Engine.GameUserSettings]
  509. grass.DisableDynamicShadows=0                  ; DEF 0, 1 for PERFORMANCE
  510. grass.TickInterval=10                          ; DEF 1, 10 for PERFORMANCE
  511. grass.MaxUpdateFrequency=40
  512.  
  513. ; ===============================
  514. ; ✩░▒▓▆▅▃▂▁ FOLIAGE ▁▂▃▅▆▓▒░✩
  515. ; ===============================
  516. [/Script/Engine.Engine]
  517. ; Foliage related settings
  518. r.Foliage.DynamicallyShadowFarLod=1    ; Enable or disable dynamic foliage shadows
  519.  
  520. ; Foliage draw distance settings
  521. foliage.LODDistanceScale=1.4           ; Adjust the maximum distance at which foliage is rendered DEF 1, quality 4
  522. foliage.MinLODDistanceScale=0.1        ; Adjust the distance at which the highest quality foliage is rendered
  523.  
  524. ; Foliage density settings
  525. foliage.DensityScale=1.5               ; Adjust the overall density of the foliage 2 high, DEF 0.8, 0.6 or 0 for PERFORMANCE
  526. foliage.GrassDensityScale=1.0          ; Adjust the density of the grass
  527. foliage.TreeDensityScale=1.0           ; Adjust the density of the trees
  528.  
  529. ; Foliage lighting settings
  530. foliage.EnableStaticLighting=1         ; Enable or disable dynamic lighting for foliage
  531. foliage.EnableGrassLighting=1          ; Enable or disable dynamic lighting for grass
  532.  
  533. ; Foliage shadow settings
  534. foliage.MaxShadowResolution=1024       ; Adjust the resolution of the foliage shadows
  535. foliage.ShadowDistanceScale=1.0        ; Adjust the distance at which foliage shadows are cast
  536.  
  537. ; Foliage collision settings
  538. foliage.DisableCollision=0             ; Enable or disable collision for foliage
  539. foliage.SelfShadowing=1                ; Enable or disable self-shadowing for foliage
  540.  
  541. ; Foliage wind settings
  542. foliage.bAllowWind=1                   ; Enable or disable wind for foliage
  543. foliage.WindStrength=1.0               ; Adjust the strength of the wind affecting foliage
  544. foliage.WindSpeed=1.0                  ; Adjust the speed of the wind affecting foliage
  545.  
  546. [/Script/Foliage.FoliageConfig]
  547. foliage.DitheredLOD=1                  ; DEF 1, quality 5
  548. foliage.MinimumScreenSize=0.009        ; DEF 0.0001
  549. foliage.MinLOD=1                       ; DEF 0, 1 for PERFORMANCE
  550. foliage.MinVertsToSplitNode=8192       ; DEF 8192
  551. foliage.OverestimateLOD=0              ; DEF 0
  552.  
  553. ; =====================================================
  554. ; ✩░▒▓▆▅▃▂▁ SKY SUN CLOUDS BLOOM VINGETTE ▁▂▃▅▆▓▒░✩
  555. ; =====================================================
  556. ; Sky, Sun, and Clouds related settings
  557. [/Script/Engine.RendererSettings]
  558. r.SkyLight=1                        ; Enable or disable dynamic skies
  559. r.Atmosphere=1                      ; Enable or disable atmospheric fog
  560. r.Sun=1.0                           ; Set the intensity of the sun
  561. r.SunColor=(1.0, 1.0, 1.0)          ; Set the color of the sun
  562. r.VolumetricClouds=1                ; Enable or disable volumetric clouds
  563. r.VolumetricCloudDensity=0.5        ; Set the density of volumetric clouds
  564. r.VolumetricCloudHeight=1000.0      ; Set the height of volumetric clouds
  565. r.VolumetricCloudCoverage=0.8       ; Set the coverage of volumetric clouds
  566. r.VolumetricCloudScale=1.0          ; Set the scale of volumetric clouds
  567.  
  568. [/Script/Engine.RendererSettings.RayTracingQualityOverrides]
  569. r.RayTracingClouds=1                ; Enable or disable ray-traced clouds
  570. r.RayTracingCloudQuality=2          ; Set the quality of ray-traced clouds
  571. r.RayTracingCloudResolution=512     ; Set the resolution of ray-traced clouds
  572.  
  573. [/Script/Engine.RendererSettings.CloudShadows]
  574. r.CloudShadows=1                    ; Enable or disable cloud shadows
  575. r.CloudShadowIntensity=0.8          ; Set the intensity of cloud shadows
  576. r.CloudShadowColor=(0.2, 0.2, 0.2)  ; Set the color of cloud shadows
  577.  
  578. [/Script/Engine.RendererSettings.Godrays]
  579. r.Godrays=1                         ; Enable or disable Godrays
  580. r.GodrayIntensity=0.5               ; Set the intensity of Godrays
  581. r.GodrayColor=(1.0, 1.0, 0.8)       ; Set the color of Godrays
  582. r.GodrayDensity=0.3                 ; Set the density of Godrays
  583. r.GodraySize=0.1                    ; Set the size of Godrays
  584. r.GodrayFalloff=0.5                 ; Set the falloff of Godrays
  585.  
  586. [/Script/Engine.RendererSettings.SkyQuality]
  587. r.SkyQuality=2.0                    ; Set the quality of the overall sky
  588.  
  589. [/Script/Engine.RendererSettings.DynamicWeather]
  590. r.DynamicWeather=1                  ; Enable or disable dynamic weather
  591. r.WindSpeed=10.0                    ; Set the wind speed for dynamic weather
  592. r.WindDirection=(0.5, 0.0, 0.5)     ; Set the direction of the wind for dynamic weather
  593. r.CloudCoverage=0.6                 ; Set the overall cloud coverage for dynamic weather
  594. r.CloudDensity=0.4                  ; Set the cloud density for dynamic weather
  595. r.RainIntensity=0.2                 ; Set the rain intensity for dynamic weather
  596. r.SnowIntensity=0.1                 ; Set the snow intensity for dynamic weather
  597. r.FogDensity=0.3                    ; Set the fog density for dynamic weather
  598. r.FogColor=(0.8, 0.8, 0.8)          ; Set the fog color for dynamic weather
  599.  
  600. [/Script/Engine.RendererSettings]
  601. ; Bloom related settings - Bloom Off
  602. r.DefaultFeature.Bloom=False
  603. r.Bloom.Cross=0                     ; DEF 0, 0.7777 for anamorphic
  604. r.Bloom.HalfResolutionFFT=0         ; DEF 0
  605. 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.
  606. 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.
  607. r.BloomThreshold=0.25               ; Specifies the luminance threshold above which pixels will bloom. Adjust this value to control the intensity of the bloom effect.
  608.  
  609. 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.
  610. 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.
  611. 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.
  612. 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.
  613. 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.
  614. 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.
  615. 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.
  616. 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.
  617. 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.
  618. 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.
  619. 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.
  620. 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.
  621. r.BloomIntensity=0.2                ; Set the bloom intensity for the overall scene
  622. r.BloomSize=0.1                     ; Set the bloom size for the overall scene
  623.  
  624. [SystemSettings]
  625. r.VignetteIntensity=0.0             ; Set the vignette intensity for the overall scene
  626. r.VignetteSize=0.9                  ; Set the vignette size for the overall scene
  627.  
  628. [WeatherSettings]
  629. ;r.WeatherType Clear                  ; Set the weather type for the scene
  630. r.CloudType=Cumulus                   ; Set the cloud type for the scene
  631. r.CloudShape=Puffy                    ; Set the cloud shape for the scene
  632. r.CloudWindSpeed=10.0                 ; Set the wind speed for the clouds
  633. r.CloudWindDirection=(0.5, 0.0, 0.5)  ; Set the wind direction for the clouds
  634. r.CloudWindCoverage=0.6               ; Set the cloud coverage for the clouds
  635. r.CloudWindDensity=0.4                ; Set the cloud density for the clouds
  636. r.CloudRainIntensity=0.2              ; Set the rain intensity for the clouds
  637. r.CloudSnowIntensity=0.1              ; Set the snow intensity for the clouds
  638. r.CloudFogDensity=0.3                 ; Set the fog density for the clouds
  639. r.CloudFogColor=(0.8, 0.8, 0.8)       ; Set the fog color for the clouds
  640.  
  641. ; ============================
  642. ; ✩░▒▓▆▅▃▂▁ SSGI ▁▂▃▅▆▓▒░✩
  643. ; ============================
  644. ; Disabled to use  Ground Truth Ambient Occlusion (GTAO) feature
  645. [/Script/Engine.RendererSettings]
  646. r.SSGI.Enable=0                         ; Enable Screen Space Global Illumination (SSGI)
  647. r.SSGI.SampleCount=16                   ; Number of samples for SSGI (increase for higher quality, but higher performance cost)
  648. r.SSGI.Integration.Quality=2            ; SSGI integration quality (0-4, 0 being the lowest quality and 4 being the highest)
  649. r.SSGI.HalfResSceneColor=1              ; Use half-resolution scene color for SSGI (improves performance at the cost of some quality)
  650.  
  651. ; Resolution settings
  652. r.SSGI.HalfResSceneDepth=1              ; Use half-resolution scene depth for SSGI (improves performance at the cost of some quality)
  653. r.SSGI.HalfResSceneDepthTemporalAA=1    ; Use half-resolution scene depth for SSGI temporal anti-aliasing (TAA)
  654.  
  655. ; Performance optimizations
  656. r.SSGI.TemporalAccumulation=1           ; Enable temporal accumulation for SSGI (improves quality at the cost of some performance)
  657. r.SSGI.HistoryConvolutionRadius=2       ; Radius for SSGI history convolution (increase for larger influence, but higher performance cost)
  658. r.SSGI.Integration.MaxScreenRadius=0.05 ; Maximum screen radius for SSGI integration (increase for larger influence, but higher performance cost)
  659. ; r.SSGI.Quality=0                        ; DEF 2, 0 for PERFORMANCE but glitchy, has been replaced with "r.DefaultFeature.AntiAliasingQuality"
  660.  
  661. ; ==============================================
  662. ; ✩░▒▓▆▅▃▂▁ SUBSURFACE POSTPROCESS ▁▂▃▅▆▓▒░✩
  663. ; ==============================================
  664. [/Script/Engine.RendererSettings]
  665. r.SubsurfaceScattering=1                             ;# Enables subsurface scattering
  666. r.SSS.Scale=2.5                                      ;# Scale factor for subsurface scattering
  667. r.SSS.Filter=2                                       ;# Subsurface scattering filter mode
  668. r.SSS.Quality=1                                      ;# Subsurface scattering quality level
  669. r.SSS.SampleSet=2                                    ;# Subsurface scattering sample set
  670. r.SSS.Checkerboard=0                                 ;# Disables subsurface scattering checkerboard pattern
  671. r.SSS.HalfRes=0                                      ;# Disables subsurface scattering half resolution
  672. r.SubsurfaceQuality=1                                ;# Subsurface quality level (possibly deprecated)
  673. r.SSS.Burley.NumSamplesOverride=0                    ;# Overrides the number of samples used in Burley subsurface scattering
  674. r.SSS.Burley.Quality=0                               ;# Quality level for Burley subsurface scattering (N/A)
  675. r.SSS.Burley.BilateralFilterKernelFunctionType=1     ;# Burley subsurface scattering bilateral filter kernel function type                            
  676.  
  677. [/Script/Engine.RendererOverrideSettings]
  678. r.SubsurfaceScattering=0                              ;# Disables overriding subsurface scattering                      
  679.  
  680. ; =========================================
  681. ; ✩░▒▓▆▅▃▂▁ TEXTURE STREAMING ▁▂▃▅▆▓▒░✩
  682. ; =========================================
  683. [/Script/Engine.RendererSettings]
  684. r.TextureStreaming=True
  685. [/Script/Engine.Engine]
  686. bUseBackgroundLevelStreaming=False ;helps ensure that the increased view distance setting persists during gameplay and less streming from disk but higher memory ussage.
  687.  
  688. ;TEXTUREGROUPS
  689. [/Script/Engine.TextureLODSettings]
  690. TEXTUREGROUP_World=(MinLODSize=1,MaxLODSize=2048,LODBias=0,MinMagFilter=aniso,MipFilter=aniso,MipGenSettings=TMGS_Sharpen1,NumStreamedMips=0) ; Good settings for world textures
  691. TEXTUREGROUP_WorldNormalMap=(MinLODSize=1,MaxLODSize=2048,LODBias=0,MinMagFilter=aniso,MipFilter=aniso,MipGenSettings=TMGS_Unfiltered,NumStreamedMips=0)
  692. TEXTUREGROUP_WorldSpecular=(MinLODSize=1,MaxLODSize=2048,LODBias=0,MinMagFilter=aniso,MipFilter=aniso,MipGenSettings=TMGS_Sharpen1,NumStreamedMips=0)
  693.  
  694. TEXTUREGROUP_Character=(MinLODSize=1,MaxLODSize=4096,LODBias=-1,MinMagFilter=aniso,MipFilter=aniso,MipGenSettings=TMGS_Sharpen1,NumStreamedMips=0) ; Lower LOD bias for characters
  695. TEXTUREGROUP_CharacterNormalMap=(MinLODSize=1,MaxLODSize=4096,LODBias=0,MinMagFilter=aniso,MipFilter=aniso,MipGenSettings=TMGS_Unfiltered,NumStreamedMips=0)
  696. TEXTUREGROUP_CharacterSpecular=(MinLODSize=1,MaxLODSize=2048,LODBias=0,MinMagFilter=aniso,MipFilter=aniso,MipGenSettings=TMGS_Sharpen1,NumStreamedMips=0)
  697.  
  698. TEXTUREGROUP_Weapon=(MinLODSize=1,MaxLODSize=2048,LODBias=-1,MinMagFilter=aniso,MipFilter=aniso,MipGenSettings=TMGS_Sharpen1,NumStreamedMips=0) ; Lower LOD bias for weapons
  699. TEXTUREGROUP_WeaponNormalMap=(MinLODSize=1,MaxLODSize=2048,LODBias=0,MinMagFilter=aniso,MipFilter=aniso,MipGenSettings=TMGS_Unfiltered,NumStreamedMips=0)
  700. TEXTUREGROUP_WeaponSpecular=(MinLODSize=1,MaxLODSize=2048,LODBias=0,MinMagFilter=aniso,MipFilter=aniso,MipGenSettings=TMGS_Sharpen1,NumStreamedMips=0)
  701.  
  702. TEXTUREGROUP_Vehicle=(MinLODSize=1,MaxLODSize=2048,LODBias=-1,MinMagFilter=aniso,MipFilter=aniso,MipGenSettings=TMGS_Sharpen1,NumStreamedMips=0) ; Lower LOD bias for vehicles
  703. TEXTUREGROUP_VehicleNormalMap=(MinLODSize=1,MaxLODSize=2048,LODBias=0,MinMagFilter=aniso,MipFilter=aniso,MipGenSettings=TMGS_Unfiltered,NumStreamedMips=0)
  704. TEXTUREGROUP_VehicleSpecular=(MinLODSize=1,MaxLODSize=2048,LODBias=0,MinMagFilter=aniso,MipFilter=aniso,MipGenSettings=TMGS_Sharpen1,NumStreamedMips=0)
  705.  
  706. TEXTUREGROUP_Effects=(MinLODSize=1,MaxLODSize=2048,LODBias=0,MinMagFilter=linear,MipFilter=point,MipGenSettings=TMGS_Unfiltered,NumStreamedMips=0) ; Good settings for effects
  707. TEXTUREGROUP_EffectsNotFiltered=(MinLODSize=1,MaxLODSize=2048,LODBias=0,MinMagFilter=aniso,MipFilter=aniso,MipGenSettings=TMGS_Unfiltered,NumStreamedMips=0)
  708.  
  709. TEXTUREGROUP_Skybox=(MinLODSize=1,MaxLODSize=2048,LODBias=-1,MinMagFilter=aniso,MipFilter=aniso,MipGenSettings=TMGS_Unfiltered,NumStreamedMips=0) ; Lower LOD bias for skybox
  710. TEXTUREGROUP_UI=(MinLODSize=1,MaxLODSize=2048,LODBias=0,MinMagFilter=aniso,MipFilter=aniso,MipGenSettings=TMGS_Unfiltered,NumStreamedMips=0) ; Good settings for UI
  711.  
  712. TEXTUREGROUP_Lightmap=(MinLODSize=1,MaxLODSize=2048,LODBias=-1,MinMagFilter=aniso,MipFilter=aniso,MipGenSettings=TMGS_Blur5,NumStreamedMips=0) ; Lower LOD bias for lightmaps
  713. TEXTUREGROUP_Shadowmap=(MinLODSize=1,MaxLODSize=2048,LODBias=-1,MinMagFilter=aniso,MipFilter=aniso,MipGenSettings=TMGS_Blur5,NumStreamedMips=0) ; Lower LOD bias for shadowmaps
  714. TEXTUREGROUP_RenderTarget=(MinLODSize=1,MaxLODSize=2048,LODBias=-1,MinMagFilter=aniso,MipFilter=aniso,MipGenSettings=TMGS_Unfiltered,NumStreamedMips=0) ; Lower LOD bias for render targets
  715.  
  716. TEXTUREGROUP_MobileFlattened=(MinLODSize=1,MaxLODSize=2048,LODBias=0,MinMagFilter=aniso,MipFilter=aniso,MipGenSettings=TMGS_Unfiltered,NumStreamedMips=0)
  717. TEXTUREGROUP_Terrain_Heightmap=(MinLODSize=1,MaxLODSize=2048,LODBias=0,MinMagFilter=aniso,MipFilter=aniso,MipGenSettings=TMGS_Unfiltered,NumStreamedMips=0)
  718. TEXTUREGROUP_Terrain_Weightmap=(MinLODSize=1,MaxLODSize=2048,LODBias=0,MinMagFilter=aniso,MipFilter=aniso,MipGenSettings=TMGS_Unfiltered,NumStreamedMips=0)
  719.  
  720. TEXTUREGROUP_Bokeh=(MinLODSize=1,MaxLODSize=1,LODBias=0,MinMagFilter=linear,MipFilter=linear)
  721. TEXTUREGROUP_Pixels2D=(MinLODSize=1,MaxLODSize=2048,LODBias=0,MinMagFilter=point,MipFilter=point)
  722. TEXTUREGROUP_IESLightProfile=(MinLODSize=1,MaxLODSize=2048,LODBias=0,MinMagFilter=aniso,MipFilter=point)
  723. TEXTUREGROUP_HDR=(MinLODSize=1,MaxLODSize=2048,LODBias=0,MinMagFilter=aniso,MipFilter=point)
  724.  
  725. MinLODSize=2048 ; Adjusted minimum LOD size
  726. MaxLODSize=8192 ; Adjusted maximum LOD size
  727.  
  728. [/Script/Engine.RendererSettings]
  729. r.Streaming.FullyLoadUsedTextures=0       ; Configured for performance. It allows textures to be loaded partially instead of fully loading them, improving memory usage.
  730. r.Streaming.DropMips=0                    ; Configured for performance. It disables the dropping of mipmaps, ensuring all mip levels are loaded, which can improve image quality.
  731. r.Streaming.HiddenPrimitiveScale=0.5      ; Configured for performance. It scales down the streaming bounds for hidden primitives, reducing the memory usage for streaming.
  732. r.Streaming.HLODStrategy=2                ; Configured for performance. It disables Hierarchical Level of Detail (HLOD) strategy, which can improve performance at the cost of some visual quality. Value of 2 enables aggressive streaming of HLOD meshes.
  733. r.Streaming.MipBias=0                          ; This option allows you to adjust the mip bias for texture streaming. A value of 0 means no bias is applied.
  734. r.Streaming.UseAllMips=0                  ; Configured for performance. 0 = disables the use of all mips, meaning only the highest mip level will be used for rendering, reducing memory usage and potentially improving performance. 1 enables the use of all mips (mipmaps) during texture streaming. Using all mips can improve visual quality.
  735. r.MaxAnisotropy=16                        ; Configured for performance. It sets the maximum anisotropic filtering level to 8, which balances image quality and performance.
  736. 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.
  737. 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
  738. 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.
  739. 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.
  740. r.HZBOcclusion=0                          ; Disables hardware occlusion queries for hidden zone removal
  741. r.AllowOcclusionQueries=1                 ; Enables occlusion queries for performance improvement
  742. r.Shaders.Optimize=1                      ; Enables shader optimization
  743.  
  744. niagara.CreateShadersOnLoad=1
  745. r.CreateShadersOnLoad=1                   ; These settings enable the creation of shaders during the loading process. This can help reduce shader compilation hitching during gameplay. It's generally recommended to keep these settings enabled.
  746.  
  747. D3D12.PSO.DiskCache=1                     ; These settings enable disk caching for DirectX 12 (D3D12) pipeline state objects (PSOs). Disk caching can improve loading times by storing precompiled shader code on the disk.
  748. D3D12.PSO.DriverOptimizedDiskCache=1      ; optimizing the disk cache for the driver in use. It's recommended to keep these settings enabled to benefit from the caching mechanism.
  749.  
  750. [TextureStreaming]
  751. r.Streaming.Boost=1                            ; enables texture streaming boost, which improves the prioritization of streaming textures.
  752. r.Streaming.FullyLoadUsedTextures=0            ; Configured for performance. It allows textures to be loaded partially instead of fully loading them, improving memory usage.
  753. r.Streaming.HLODStrategy=2                     ; Configured for performance. It disables Hierarchical Level of Detail (HLOD) strategy, which can improve performance at the cost of some visual quality. Value of 2 enables aggressive streaming of HLOD meshes.
  754. r.bForceCPUAccessToGPUSkinVerts=True           ; When set to True, it forces CPU access to GPU skin vertices, which can improve performance in some cases.
  755. r.Streaming.FramesForFullUpdate=60             ; This setting specifies the number of frames required for a full update of streaming textures. Higher values can reduce hitching at the expense of increased memory usage.
  756. r.Streaming.DropMips=0                         ; Setting this to 0 disables dropping of mips (mipmaps) during texture streaming. Dropping mips can save memory but may result in lower-quality textures.
  757. r.Streaming.LimitPoolSizeToVRAM=0              ; When set to 0, it disables limiting the texture streaming pool size to available VRAM. If you have sufficient VRAM, you can leave this setting disabled.
  758. r.Streaming.UseAllMips=0                       ; Configured for performance. 0 = disables the use of all mips, meaning only the highest mip level will be used for rendering, reducing memory usage and potentially improving performance. 1 enables the use of all mips (mipmaps) during texture streaming. Using all mips can improve visual quality.
  759. r.Streaming.UseMaterialData=1                  ; When set to 1, it enables the use of material data during texture streaming, which can improve performance and memory usage.
  760. r.Streaming.UseNewMetrics=1                    ; Enabling this option (set to 1) enables the use of new metrics for texture streaming, which can improve streaming performance.
  761. r.Streaming.UsePerTextureBias=1                ; Setting this to 1 enables the use of per-texture bias during texture streaming. It can help control the level of detail for specific textures.
  762. r.Shaders.Optimize=1                           ; Enabling shader optimization (set to 1) improves shader compilation time and performance.
  763. r.Shaders.FastMath=1                           ; Setting this to 1 enables fast math optimizations for shaders, which can improve shader performance.
  764. r.UseShaderCaching=1                           ; When set to 1, shader caching is enabled, which helps reduce shader compilation times during subsequent runs of the game or editor.
  765. r.UseShaderPredraw=1                           ; Enabling shader predraw (set to 1) precompiles shaders at load time, reducing hitching during gameplay.
  766. r.UseAsyncShaderPrecompilation=1               ; This option enables async shader precompilation, which allows shaders to be compiled in the background, reducing load times.
  767. r.TargetPrecompileFrameTime=13                 ; Specifies the target frame time in milliseconds for shader precompilation. Adjust this value based on your hardware and desired performance.
  768. r.PredrawBatchTime=13                          ; Determines the maximum frame time in milliseconds spent on shader predraw batch processing. Adjust this value based on your hardware and desired performance.
  769. r.AccelPredrawBatchTime=0                      ; Accelerated shader predraw batch time. Set to 0 to disable acceleration.
  770. r.AccelTargetPrecompileFrameTime=0             ; Accelerated target frame time for shader precompilation. Set to 0 to disable acceleration.
  771. r.Streaming.DefragDynamicBounds=1              ; Enabling dynamic bounds defragmentation (set to 1) improves streaming performance by rearranging streaming textures in memory.
  772. s.AsyncLoadingThreadEnabled=True               ; Enabling the async loading thread (set to True) allows assets to load asynchronously, improving loading times and overall performance.
  773. r.Streaming.PoolSize=8000                      ; The streaming pool size determines the amount of memory allocated for texture streaming. A value of 0 means it is determined automatically based on available system memory.
  774. 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.
  775. 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.
  776. 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.
  777. 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.
  778. r.Streaming.MipBias=0                          ; This option allows you to adjust the mip bias for texture streaming. A value of 0 means no bias is applied.
  779. 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.
  780. 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.
  781. 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.
  782. 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.
  783. PoolSizeVRAM=8192
  784. PoolSizeRAM=16384                              ; These lines allocate 8GB of VRAM and 16GB of RAM to the texture streaming pool.
  785.  
  786. [PoolSize]
  787. PoolSize=8192                                  ; increases the default pool size for the renderer to 8GB
  788.  
  789. [SystemSettings]
  790. 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.
  791. 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.
  792. 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.
  793.  
  794. [AsyncLoading]
  795. r.Streaming.UseNewMetrics=1   ; Enables new streaming metrics for async loading
  796.  
  797. [TextureStreaming]
  798. r.Streaming.PoolSizeVRAMPercentage=20   ; Sets the percentage of VRAM to be used for texture streaming pool
  799.  
  800. [Engine.Engine]
  801. ;old Unreal 3 settings probably dont work
  802. MinTextureDensity=0.0 ; Adjusted for performance, can be increased if needed
  803. IdealTextureDensity=12.0 ; Adjusted for performance, can be increased if needed
  804. MaxTextureDensity=55.0 ; Adjusted for performance, can be increased if needed
  805.  
  806. MinLightMapDensity=0.0 ; Adjusted for performance, can be increased if needed
  807. IdealLightMapDensity=0.05 ; Adjusted for performance, can be increased if needed
  808. MaxLightMapDensity=0.2 ; Adjusted for performance, can be increased if needed
  809.  
  810. MipFadeInSpeed0=0.0 ; Increased for smoother texture mip transitions DEF 0.3
  811. MipFadeOutSpeed0=0.0 ; Increased for smoother texture mip transitions DEF 0.3
  812. MipFadeInSpeed1=0.0 ; Increased for smoother texture mip transitions DEF 0.3
  813. MipFadeOutSpeed1=0.0 ; Increased for smoother texture mip transitions DEF 0.3
  814.  
  815. ; ===========================================
  816. ; ✩░▒▓▆▅▃▂▁ OTHER OPTIMIZATIONS ▁▂▃▅▆▓▒░✩
  817. ; ===========================================
  818. [SystemSettings]
  819. r.ViewDistanceScale=1.5               ; Adjusts the distance at which objects are rendered
  820. r.ViewDistanceQuality=4               ; Sets the quality level for view distance, 4 epic
  821. r.MaterialQualityLevel=2              ; Controls the quality level for materials
  822. r.FinishCurrentFrame=0                ; Disables waiting for the GPU to finish rendering the current frame
  823. r.CreateShadersOnLoad=1               ; Enables shader compilation on load to reduce stuttering during gameplay
  824. r.Streaming.UseFixedPoolSize=0        ; Disables the use of a fixed pool size for streaming
  825. r.Streaming.PoolSize=8000             ; Sets the streaming pool size (0 means auto) 8000 for a 8GIG VRAM graphics card
  826. r.Streaming.FullyLoadUsedTextures=0   ; 1 = Ensures that used textures are fully loaded into memory, 0 = partially loaded in.
  827. r.Streaming.LimitPoolSizeToVRAM=0     ; Disables limiting the streaming pool size to VRAM
  828. r.Streaming.AmortizeCPUToGPUCopy=1    ; Enables amortization of CPU to GPU texture copies
  829. 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.
  830. r.MaxAnisotropy=16                    ; Sets the maximum level of anisotropic filtering
  831. r.MipMapLODBias=0.5                   ; Sets the level of detail bias for mipmaps
  832. r.Shaders.Optimize=1                  ; Enables shader optimization
  833. r.Shaders.FastMath=1                  ; Enables fast math optimizations for shaders
  834. r.HZBOcclusion=0                      ; Disables hardware occlusion queries for hidden zone removal
  835. r.RenderTargetPoolMin=1000            ; Sets the minimum number of render targets in the pool
  836. r.D3D11.Depth24Bit=0                  ; Disables 24-bit depth buffer for D3D11
  837. r.SkeletalMeshLODBias=0.0             ; Sets the level of detail bias for skeletal meshes
  838.  
  839. ;AUDIO OPTIMIZATIONS
  840. [Audio]
  841. AudioThread.BatchAsyncBatchSize=9999999     ; Sets the audio thread batch size for async processing
  842. AudioThread.UseBackgroundThreadPool=1       ; Enables the use of a background thread pool for audio
  843. AudioThread.EnableBatchProcessing=1         ; Enables batch processing for audio
  844.  
  845. [GPULightmass]
  846. ; Add any specific GPULightmass settings here if applicable
  847.  
  848. [FXSystem]
  849. FX.AllowAsyncTick=1                      ; Enables async ticking for the FX system
  850. FX.BatchAsync=1                          ; Enables async batch processing for the FX system
  851. FX.BatchAsyncBatchSize=9999999           ; Sets the FX system async batch size
  852. FX.MaxCPUParticlesPerEmitter=50          ; Sets the maximum number of CPU particles per emitter
  853. FX.MaxGPUParticlesSpawnedPerFrame=2048   ; Sets the maximum number of GPU particles spawned per frame
  854.  
  855. [Rendering]
  856. AllowAsyncRenderThreadUpdates=1                         ; Allows async updates of the render thread
  857. AllowAsyncRenderThreadUpdatesDuringGamethreadUpdates=1  ; Allows async updates of the render thread during game thread updates
  858. r.bForceCPUAccessToGPUSkinVerts=1                       ; Forces CPU access to GPU skin vertices
  859. r.SupportDepthOnlyIndexBuffers=1                        ; Supports depth-only index buffers
  860. r.SupportReversedIndexBuffers=1                         ; Supports reversed index buffers
  861. r.DBuffer=0                                             ; Disables DBuffer
  862. r.GPUCrashDebugging=0                                   ; Disables GPU crash debugging
  863. r.CompileShadersForDevelopment=0                        ; Disables shader compilation for development
  864.  
  865. [ConsoleVariables]
  866. AllowAsyncRenderThreadUpdates=1                             ; This setting allows asynchronous updates on the render thread, improving rendering performance.
  867. AllowAsyncRenderThreadUpdatesDuringGamethreadUpdates=1      ; Enabling async render thread updates during game thread updates can help optimize multi-threaded rendering.
  868. AllowAsyncRenderThreadUpdatesEditor=1                       ; Similar to the previous setting, this allows async render thread updates in the editor environment.
  869. s.AsyncLoadingThreadEnabled=True                            ; This option enables the async loading thread, which was mentioned earlier.
  870.  
  871. ;GARBAGE COLLECTION OPTIMIZATIONS
  872. [/Script/Engine.GarbageCollectionSettings]
  873. gc.MaxObjectsNotConsideredByGC=478907    ; Increased the value slightly for better performance
  874. gc.SizeOfPermanentObjectPool=100000000   ; Increased the value for a larger pool size
  875. gc.ActorClusteringEnabled=True           ; Enabled actor clustering for improved garbage collection
  876. gc.BlueprintClusteringEnabled=True       ; Enabled blueprint clustering for improved garbage collection
  877.  
  878. ; LOG WRITE OPTIMIZATIONS
  879. [Core.System]
  880. Suppress=ScriptWarning
  881. Suppress=Error
  882. Suppress=ScriptLog
  883. Suppress=Warning
  884.  
  885. [Core.Log]
  886. ; Disable unnecessary logging categories for improved performance
  887. LogPluginManager=off
  888. LogOnlineIdentity=off
  889. LogOnlineSession=off
  890. LogMemory=off
  891. LogPakFile=off
  892. LogTemp=off
  893. LogLinker=off
  894. LogOnline=off
  895. LogOnlineGame=off
  896. LogAnalytics=off
  897. LogConfig=off
  898. LogInteractiveProcess=off
  899. LogInput=off
  900. LogOnlineEntitlement=off
  901. LogOnlineEvents=off
  902. LogOnlineFriend=off
  903. LogOnlinePresence=off
  904. LogOnlineTitleFile=off
  905. LogOnlineUser=off
  906. Global=off    ; Disable all global logging for improved performance
  907.  
  908. ; NETWORK OPTIMIZATIONS
  909. [Core.System]
  910. ConfiguredInternetSpeed=78643200  ; 75Mbps (75 * 1024 * 1024 / 8 = 78643200) Set the maximum configured internet speed (in bytes per second)
  911. ConfiguredLanSpeed=78643200       ; 75Mbps (75 * 1024 * 1024 / 8 = 78643200) Set the maximum configured LAN speed (in bytes per second)
  912.  
  913. [/script/onlinesubsystemutils.ipnetdriver]
  914. MaxClientRate=78643200          ; 75Mbps (75 * 1024 * 1024 / 8 = 78643200) Set the maximum client rate (in bytes per second)
  915. MaxInternetClientRate=78643200  ; 75Mbps (75 * 1024 * 1024 / 8 = 78643200) Set the maximum internet client rate (in bytes per second)
  916. NetServerMaxTickRate=120        ; Set the maximum tick rate for the server on the internet
  917. LanServerMaxTickRate=120        ; Set the maximum tick rate for the server on LAN
  918. MaxNetTickRate=400              ; Set the maximum net tick rate
  919. InitialConnectTimeout=300.0     ; Set the initial connect timeout (in seconds)
  920. ConnectionTimeout=300.0         ; Set the connection timeout (in seconds)
  921.  
  922. [/script/engine.gamenetworkmanager]
  923. TotalNetBandwidth=78643200      ; 75Mbps (75 * 1024 * 1024 / 8 = 78643200) Set the total net bandwidth (in bytes per second)
  924. MaxDynamicBandwidth=78643200    ; 75Mbps (75 * 1024 * 1024 / 8 = 78643200) Set the maximum dynamic bandwidth (in bytes per second)
  925. MinDynamicBandwidth=78643200    ; 75Mbps (75 * 1024 * 1024 / 8 = 78643200) Set the minimum dynamic bandwidth (in bytes per second)
  926.  
  927. [/script/socketsubsystemepic.epicnetdriver]
  928. MaxClientRate=78643200          ; 75Mbps (75 * 1024 * 1024 / 8 = 78643200) Set the maximum client rate (in bytes per second)
  929. MaxInternetClientRate=78643200  ; 75Mbps (75 * 1024 * 1024 / 8 = 78643200) Set the maximum internet client rate (in bytes per second)
  930.  
  931. [/script/engine.engine]
  932. NetClientTicksPerSecond=120     ; Set the number of client ticks per second
  933.  
  934. ;System tweaks.
  935. [Core.System]
  936. WorkerThreads=8             ; This sets the number of worker threads to match the number of physical cores (8 core 16 thread in my case). By default, Unreal Engine 4 should already utilize hyper-threading.
  937. AsyncIOProcessorCount=8     ; These lines enable asynchronous saving and loading, and the AsyncIOProcessorCount value should match the number of physical cores in your system (8 in MY case).
  938. UseAsyncIO=True
  939.  
  940. [DerivedDataCache]
  941. Size=1024                   ; This sets the disk cache size to 1024MB (1GB).
  942.  
  943.  
  944.  
  945.  
  946.  
  947. ; =====================================
  948. ; ✩░▒▓▆▅▃▂▁ References ▁▂▃▅▆▓▒░✩
  949. ; =====================================
  950. ;Colour and exposure:
  951. ; https://www.youtube.com/watch?v=EvWWMxuUju4
  952.  
  953. ;Sharpening shadows:
  954. ; https://steamcommunity.com/sharedfiles/filedetails/?l=german&id=1581653841
  955. ; https://framedsc.com/GeneralGuides/ue4guide.htm
  956.  
  957. ;Texture streaming:
  958. ; https://questions.satisfactorygame.com/post/60488c32aa0ba107e32507e4
  959.  
  960. ;Subsurface post-process
  961. ; https://docs.unrealengine.com/4.27/en-US/RenderingAndGraphics/Materials/LightingModels/SubSurfaceProfile/
  962.  
  963. ;TXAA settings:
  964. ; https://steamcommunity.com/sharedfiles/filedetails/?id=1515357092
  965. ; https://www.reddit.com/r/FuckTAA/comments/p73j8t/unreal_engine_taa_is_actually_cool/
  966.  
  967. ;Shadows:
  968. ; https://steamcommunity.com/app/1608070/discussions/0/3712685859923396082/?ctp=3
  969. ; https://forums.dovetailgames.com/threads/guide-make-tsw-less-flat-bright-looking-by-adding-ambient-occlusion.46409/
  970. ; https://forums.dovetailgames.com/threads/best-quality-shadows-and-errors-in-default-configuration.50462/
  971.  
  972. ;EyeAdaptation & AutoExposure:
  973. ; https://steamcommunity.com/app/530070/discussions/0/1735462352466997887/?l=italian
  974. ; https://www.reddit.com/r/HarryPotterGame/comments/10zm5lu/dark_scene_brightness_fix_pc/
  975. ; https://www.nexusmods.com/hogwartslegacy/mods/47?tab=posts
  976.  
  977.  
  978.  
  979.  
  980.  
  981. ; SETTINGS TAKEN OUT (glitching issues)
  982. ; -------------------------------------
  983. ; r.TemporalAAUpsampling=1
  984. ; r.TemporalAA.Algorithm=1                    ; 0 = Gen 4, 1 = Gen 5
  985. ; r.ScreenPercentage=75                       ; Render resolution before upsampling
  986. ; r.Jittering=1
  987. ; r.TemporalAA.Algorithm=1                    ; DEF 0, 0 for PERFORMANCE
  988. ; r.TemporalAA.AllowDownsampling=1            ; DEF 1
  989. ; r.TemporalAA.HistoryScreenPercentage=100    ; DEF 100
  990. ; r.TemporalAA.R11G11B10History=0             ; DEF 0
  991. ; r.TemporalAA.Upscaler=1                     ; DEF 1
  992. ; r.TemporalAAUpsampleFiltered=1              ; DEF 1
  993.  
  994. ; r.Shadow.CSMShadowDistanceFadeoutMultiplier=0.1
Tags: Redout 2
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