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kenshinakh

SteamDeckWindowsHigh

Oct 5th, 2022 (edited)
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  1. ; Paste under Engine.ini after last line
  2. ; Settings for High Graphics Mode for Steam Deck on Windows
  3.  
  4. [SystemSettings]
  5. ; post processing
  6. r.BlurGBuffer=-1
  7. r.AmbientOcclusionLevels=1
  8. ;r.AmbientOcclusionRadiusScale=1
  9. ;r.AmbientOcclusionMipLevelFactor=0.5
  10. r.DepthOfFieldQuality=2
  11. r.RenderTargetPoolMin=200
  12. r.LensFlareQuality=1
  13. r.SceneColorFringeQuality=1
  14. r.EyeAdaptationQuality=2
  15. r.BloomQuality=0
  16. r.FastBlurThreshold=7
  17. r.Upscale.Quality=3
  18. r.MotionBlurQuality=2
  19. r.Tonemapper.Quality=5
  20. r.ToneMapper.Sharpen=0.5
  21. r.TonemapperFilm=1
  22. r.Tonemapper.GrainQuantization=1
  23. r.DefaultFeature.AmbientOcclusion=1
  24. r.DefaultFeature.AmbientOcclusionStaticFraction=1
  25. r.DefaultFeature.LensFlare=1
  26. r.ParticleLightQuality=2
  27. r.LightFunctionQuality=2
  28. r.HighQualityLightMaps=1
  29. r.DefaultFeature.AmbientOcclusion=1
  30. r.DefaultFeature.AmbientOcclusionStaticFraction=1
  31.  
  32. ; Volumetric fog
  33. r.VolumetricFog=1
  34. r.VolumetricFog.DepthDistributionScale=32.000000
  35. r.VolumetricFog.GridDivisor=120
  36. r.VolumetricFog.GridPixelSize=16
  37. r.VolumetricFog.GridSizeZ=96
  38. r.VolumetricFog.HistoryMissSupersampleCount=1
  39. r.VolumetricFog.HistoryWeight=0.900000
  40. r.VolumetricFog.InjectShadowedLightsSeparately=1
  41. r.VolumetricFog.InverseSquaredLightDistanceBiasScale=1.000000
  42. r.VolumetricFog.Jitter=1
  43. r.VolumetricFog.LightFunctionSupersampleScale=2.000000
  44. r.VolumetricFog.TemporalReprojection=1
  45. r.VolumetricFog.VoxelizationShowOnlyPassIndex=-1
  46. r.VolumetricFog.VoxelizationSlicesPerGSPass=8
  47. r.VolumetricLightmap.VisualizationMinScreenFraction=0.001000
  48. r.VolumetricLightmap.VisualizationRadiusScale=0.010000
  49.  
  50. ; LOD
  51. r.ViewDistanceScale=2
  52. ;r.SkeletalMeshLODBias=-1
  53. ;r.MipMapLODBias=-1
  54. ;r.StaticMeshLODDistanceScale=0.25
  55. ;r.SkeletalMeshLODRadiusScale=0.25
  56. ;r.LandscapeLODBias=-1
  57. ;r.LandscapeLODDistributionScale=3
  58. ;r.LandscapeLOD0DistributionScale=3
  59. r.LODFadeTime=1
  60. ;r.UITextureLODBias=-1
  61. ;grass.CullDistanceScale=2
  62. r.LevelStreamingDistanceScale=2
  63.  
  64. ; Foliage
  65. foliage.DensityScale=0.3
  66. grass.DensityScale=0.3
  67. foliage.DitheredLOD=1
  68. foliage.LODDistanceScale=0.9
  69.  
  70. ; shadow
  71. r.ShadowQuality=5
  72. r.Shadow.CSM.MaxCascades=4
  73. r.Shadow.MaxResolution=1024
  74. r.Shadow.MaxCSMResolution=1024
  75. ;r.Shadow.RadiusThreshold=0.03
  76. r.AllowLandscapeShadows=1
  77. r.Shadow.DistanceScale=1
  78. r.ContactShadows=1
  79. ; FilterMethod=0 is standard style. 1 = PCSS, for more diffused softer realistic shadows. Pick based on preference.
  80. r.Shadow.FilterMethod=0
  81. ;r.Shadow.TexelsPerPixel=3
  82. ;r.LightMaxDrawDistanceScale=5
  83. ;r.Shadow.CSM.TransitionScale=2
  84. ;r.Shadow.Preshadows=1
  85. ;r.AmbientOcclusion.FadeRadiusScale=1.5
  86.  
  87. ; Adds cool bloom cross lighting, change light bloom style
  88. ;r.Bloom.Cross=0.6
  89.  
  90. ; Enable screen space global illumination. Very gpu intensive. Disable if low fps.
  91. r.SSGI.Enable=0
  92. ;r.SSGI.HalfRes=1
  93. ;r.SSGI.Quality=0
  94.  
  95. ; Water settings
  96. r.Water.SingleLayer=1
  97. r.Water.SingleLayer.Reflection=1
  98. r.Water.SingleLayer.SSR=1
  99. r.Water.SingleLayer.SSRTAA=1
  100. r.Water.EnableShallowWaterSimulation=1
  101. r.Water.EnableUnderwaterPostProcess=1
  102. r.Water.SingleLayer.RefractionFullPrecision=0
  103.  
  104. ; Texture
  105. r.MaxAnisotropy=8
  106. r.VT.MaxAnisotropy=8
  107.  
  108. ; effects quality
  109. r.RefractionQuality=2
  110. r.ReflectionCaptureResolution=64
  111. r.SSR.Quality=3
  112. ; 4 is default
  113. r.SceneColorFormat=4
  114. r.DetailMode=2
  115. r.TranslucencyVolumeBlur=1
  116. r.MaterialQualityLevel=2
  117. r.SSS.Quality=1
  118.  
  119. ; DLSS - Enable to use DLSS when you need more performance. Turn off for better image and no ghosting.
  120. r.NGX.Enable=0
  121.  
  122. ; Temporal AA upgrades, only works with dlss off.
  123. r.PostProcessAAQuality=5
  124. r.TemporalAA.Algorithm=1
  125. r.TemporalAASharpness=0.8
  126. ; Increase to reduce ghosting at cost of performance: (4, 8=default, 16, 32, 64).
  127. r.TemporalAASamples=8
  128. ; Set 1 when using r.ScreenPercentage < 100 to use TAA for better upscaling.
  129. r.TemporalAA.Upsampling=1
  130. ; Use to scale with TAA. Set < 100 when FPS goals not met. 80 is generally decent for higher resolution.
  131. r.ScreenPercentage=70
  132. ; optimizations
  133. niagara.CreateShadersOnLoad=1
  134. r.CreateShadersOnLoad=1
  135. D3D12.PSO.DiskCache=1
  136. D3D12.PSO.DriverOptimizedDiskCache=1
  137. ;r.HZBOcclusion=0
  138. r.AllowOcclusionQueries=1
  139. r.Shaders.Optimize=1
  140. r.ShaderPipelineCache.StartupMode=3
  141. r.ShaderPipelineCache.Enabled=1
  142. r.ShaderPipelineCache.ReportPSO=1
  143. r.ShaderPipelineCache.GameFileMaskEnabled=0
  144. r.ShaderPipelineCache.LazyLoadShadersWhenPSOCacheIsPresent=1
  145. r.ShaderPipelineCache.BatchSize=50
  146. r.XGEShaderCompile=1
  147. r.XGEShaderCompile.Mode=1
  148. r.XGEShaderCompile.Xml.BatchGroupSize=256
  149. r.XGEShaderCompile.Xml.BatchSize=16
  150. r.XGEShaderCompile.Xml.JobTimeout=0.500000
  151. r.GPUParticle.Simulate=1
  152. r.GTSyncType=1
  153.  
  154. ; might help with lag and stutter at cost of input lag
  155. r.OneFrameThreadLag=1
  156.  
  157. ; Allow tearing when you have a VRR capable monitor
  158. r.D3D11.UseAllowTearing=1
  159. r.D3D12.UseAllowTearing=1
  160.  
  161. ; Extra stutter optimizations for streaming and GC
  162. r.Shadow.WholeSceneShadowCacheMb=500
  163. ;gc.LowMemory.MemoryThresholdMB=8000
  164. ;gc.TimeBetweenPurgingPendingKillObjects=30
  165. ;gc.NumRetriesBeforeForcingGC=5
  166. ;gc.MinDesiredObjectsPerSubTask=20
  167. ;s.ForceGCAfterLevelStreamedOut=0
  168. ;s.ContinuouslyIncrementalGCWhileLevelsPendingPurge=0
  169. r.ShaderPipelineCache.BatchTime=2
  170. r.ShaderPipelineCache.BackgroundBatchTime=0
  171. r.ShaderPipelineCache.PrecompileBatchTime=0
  172.  
  173. ; Extra optimizations for streaming
  174. r.Streaming.Boost=1
  175. ; Enable to load all texture to vram. Heavy on vram, but helps can stutter in some cases. Disable if too much vram used.
  176. r.Streaming.FullyLoadUsedTextures=1
  177. ; Enable to disable streaming. Heavy on vram, but helps can stutter in some cases. Disable if too much vram used.
  178. r.Streaming.HLODStrategy=2
  179. r.Streaming.LimitPoolSizeToVRAM=0
  180. r.Streaming.UseMaterialData=1
  181. r.Streaming.UseNewMetrics=1
  182. r.Streaming.UsePerTextureBias=1
  183. r.Shaders.Optimize=1
  184. r.Shaders.FastMath=1
  185. r.UseShaderCaching=1
  186. r.UseShaderPredraw=1
  187. r.UseAsyncShaderPrecompilation=1
  188. r.TargetPrecompileFrameTime=13
  189. r.PredrawBatchTime=13
  190. r.AccelPredrawBatchTime=0
  191. r.AccelTargetPrecompileFrameTime=0
  192. r.Streaming.DefragDynamicBounds=1
  193. ; Tune streaming pool to half your vram in MB
  194. r.Streaming.PoolSize=1200
  195. r.Streaming.MaxTempMemoryAllowed=500
  196.  
  197. ; fast vram
  198. r.FastVRam.Tonemap=1
  199. r.FastVRam.Upscale=1
  200. r.FastVRam.VelocityFlat=1
  201. r.FastVRam.VelocityMax=1
  202. r.FastVRam.VolumetricFog=1
  203. r.FastVRam.MotionBlur=1
  204. r.FastVRam.SceneColor=1
  205. r.FastVRam.SceneDepth=1
  206. r.FastVRam.ScreenSpaceShadowMask=1
  207. r.FastVRam.ScreenSpaceShadowMask=1
  208. r.FastVRam.HZB=1
  209. r.FastVRam.Histogram=1
  210. r.FastVRam.HistogramReduce=1
  211. r.FastVRam.LPV=1
  212. r.FastVRam.DistanceFieldNormal=1
  213. r.FastVRam.DistanceFieldShadows=1
  214. r.FastVRam.DistanceFieldTileIntersectionResources=1
  215. r.FastVRam.DistortHistory=1
  216. r.FastVRam.Distortion=1
  217. r.FastVRam.Downsample=1
  218. r.FastVRam.EyeAdaptation=1
  219. r.FastVRam.ForwardLightingCullingResources=1
  220. r.FastVRam.DistanceFieldAODownsampledBentNormal=1
  221. r.FastVRam.DistanceFieldAOHistory=1
  222. r.FastVRam.DistanceFieldAOScreenGridResources=1
  223. r.FastVRam.DistanceFieldCulledObjectBuffers=1
  224. r.FastVRam.DOFPostfilter=1
  225. r.FastVRam.DOFReduce=1
  226. r.FastVRam.DOFSetup=1
  227. r.FastVRam.CombineLUTs=1
  228. r.FastVRam.BokehDOF=1
  229. r.FastVRam.ShadowCSM=1
  230. r.FastVRam.ShadowPerObject=1
  231. r.FastVRam.PostProcessMaterial=1
  232.  
  233. ; Additional streaming tweaks for stutter fixes
  234. r.Streaming.MinMipForSplitRequest=0
  235. r.Streaming.HiddenPrimitiveScale=1
  236. r.Streaming.AmortizeCPUToGPUCopy=1
  237. r.Streaming.MaxNumTexturesToStreamPerFrame=2
  238. r.Streaming.NumStaticComponentsProcessedPerFrame=2
  239. r.Streaming.FramesForFullUpdate=1
  240. s.AsyncLoadingThreadEnabled=1
  241. s.AsyncLoadingTimeLimit=2
  242. s.LevelStreamingActorsUpdateTimeLimit=2
  243. s.UnregisterComponentsTimeLimit=2
  244. s.AsyncLoadingUseFullTimeLimit=0
  245. s.IoDispatcherCacheSizeMB=256
  246. s.LevelStreamingComponentsRegistrationGranularity=1
  247. s.LevelStreamingComponentsUnregistrationGranularity=1
  248. s.MaxIncomingRequestsToStall=1
  249. s.MaxReadyRequestsToStallMB=0
  250. s.MinBulkDataSizeForAsyncLoading=0
  251. s.PriorityAsyncLoadingExtraTime=0
  252. s.PriorityLevelStreamingActorsUpdateExtraTime=0
  253.  
  254. [ConsoleVariables]
  255. AllowAsyncRenderThreadUpdates=1
  256. AllowAsyncRenderThreadUpdatesDuringGamethreadUpdates=1
  257. AllowAsyncRenderThreadUpdatesEditor=1
  258.  
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