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Hogwarts Legacy Engine.ini tweaks

Feb 9th, 2023 (edited)
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  1. [SystemSettings]
  2. r.bForceCPUAccessToGPUSkinVerts=True
  3. r.GTSyncType=2 *** Sync to the GPU swap chain flip **
  4. r.OneFrameThreadLag=1
  5. r.FinishCurrentFrame=0
  6. r.ScreenPercentage=100
  7. r.DynamicRes.OperationMode=0
  8. r.DynamicRes.MinScreenPercentage=100
  9. r.DynamicRes.MaxScreenPercentage=100
  10. RHI.SyncWithDWM=1
  11. D3D12.SyncWithDWM=1
  12. r.VSync=1
  13. r.FullScreenMode=0
  14. r.TextureStreaming=1
  15. r.Streaming.PoolSize=2048 # 6GB 2048/8GB 3072/12GB 4096/5120
  16. r.Streaming.LimitPoolSizeToVRAM=1
  17. r.Streaming.HLODStrategy=0 # 2/1 (options) ***RAM +300, FPS -3, 0 FASTEST/SMOOTHEST***
  18. r.Streaming.MaxTempMemoryAllowed=512 # 256/512*/1024*/2048/100000 (options)
  19. r.Streaming.Boost=1
  20. r.Streaming.MipBias=0
  21. r.Streaming.MinMipForSplitRequest=10 # 0 ***GPU HEAVY?*** loads all mips, 1 load visible mips first
  22. r.Streaming.HiddenPrimitiveScale=1
  23. r.DetailMode=2
  24. r.Streaming.FullyLoadUsedTextures=0
  25. r.Streaming.DefragDynamicBounds=1
  26. r.Streaming.UseBackgroundThreadPool=1
  27. r.Streaming.FramesForFullUpdate=5
  28. s.LevelStreamingComponentsUnregistrationGranularity=10
  29. s.LevelStreamingComponentsRegistrationGranularity=50
  30. r.Streaming.NumStaticComponentsProcessedPerFrame=500
  31. s.AsyncLoadingTimeLimit=2
  32. s.PriorityAsyncLoadingExtraTime=1
  33. s.UnregisterComponentsTimeLimit=2
  34. s.LevelStreamingActorsUpdateTimeLimit=2
  35. s.PriorityLevelStreamingActorsUpdateExtraTime=1
  36. r.Tonemapper.Quality=1
  37. r.Tonemapper.GrainQuantization=0 # disable film grain
  38. r.TonemapperGamma=1.5 ; enable tonemapper gamma (improved s-curve to linear gamma by default), 0-(reverts to linear gamma)
  39. r.Color.Mid=0.7 ; added to counteract a slightly lower tonemappergamma value, improves colors (less "washed-out")
  40. r.TonemapperFilm=1 # set to 0 if colors are weird
  41. gc.TimeBetweenPurgingPendingKillObjects=180
  42. gc.NumRetriesBeforeForcingGC=5
  43. gc.MinDesiredObjectsPerSubTask=20
  44. s.ForceGCAfterLevelStreamedOut=0
  45. s.ContinuouslyIncrementalGCWhileLevelsPendingPurge=0
  46. r.ForceAllCoresForShaderCompiling=1
  47. r.ShaderPipelineCache.BatchTime=2
  48. r.ShaderPipelineCache.BackgroundBatchTime=0
  49. s.IoDispatcherCacheSizeMB=256
  50. r.AOComputeShaderNormalCalculation=1
  51. D3D12.ForceThirtyHz=0
  52. r.AllowOcclusionQueries=1
  53. r.OcclusionCullParallelPrimFetch=1
  54. D3D12.InsertOuterOcclusionQuery=1
  55. D3D12.ResidencyManagement=1
  56. D3D12.StablePowerState=0
  57. D3D12.TexturePoolOnlyAccountStreamableTexture=1
  58. D3D12.UseUpdateTexture3DComputeShader=1
  59. D3D12.ZeroBufferSizeInMB=64
  60. D3D12.AsyncDeferredDeletion=1
  61. r.RHICmdSpewParallelListBalance=0
  62. r.RHICmdBypass=0
  63. r.RHICmdShadowDeferredContexts=1
  64. r.RHICmdMergeSmallDeferredContexts=1
  65. r.RHICmdBalanceParallelLists=1 ** 2 might be better but need testing **
  66. r.RHICmdBalanceTranslatesAfterTasks=1 ** disabled by r.RHICmdBalanceParallelLists **
  67. r.RHICmdCollectRHIThreadStatsFromHighLevel=0
  68. r.RHICmdDeferSkeletalLockAndFillToRHIThread=1 ** experimental**
  69. r.RHICmdWidth=12
  70. rhi.SyncInterval=1
  71. rhi.SyncSlackMS=0 ** raise to 10 in case of hitches, tune it as needed **
  72. r.D3D12.ExecuteCommandListTask=0
  73. r.RHICmdBufferWriteLocks=0 ** disabled, it should only used in debugging mode **
  74. r.RHICmdUseThread=1 ** use a separate thread for RHICmdList **
  75. r.RHICmdAsyncRHIThreadDispatch=1
  76. r.DiscardUnusedQuality=1 ** need more testing, but suppose to discard unused mips quality on load **
  77. r.D3D.ForceDXC=1
  78. r.D3D.ForceShaderConductorDXCRewrite=1
  79. r.LODFadeTime=0.200
  80. r.SubsurfaceScattering=1
  81. r.SSS.Scale=2.5 # 2.5/1.5/1.1/1 (options) ***GPU HEAVY***
  82. r.SSS.Filter=2
  83. r.SSS.Quality=1
  84. r.SSS.SampleSet=2
  85. r.SSS.Checkerboard=0
  86. r.SSS.HalfRes=0
  87. r.SubsurfaceQuality=1 # (N/A)
  88. r.SSS.Burley.NumSamplesOverride=0 # (N/A)
  89. r.SSS.Burley.Quality=0 # (N/A)
  90. r.SSS.Burley.BilateralFilterKernelFunctionType=1 # (N/A)
  91. r.PostProcessAAQuality=6
  92. r.DefaultFeature.AntiAliasing=2
  93. r.TemporalAASamples=2
  94. r.TemporalAAPauseCorrect=1
  95. r.TemporalAACurrentFrameWeight=0.1
  96. r.TemporalAAFilterSize=0.5
  97. r.TemporalAASharpness=0.8
  98. r.Tonemapper.Sharpen=1
  99. r.Jittering=1
  100. r.MaxQualityMode=1
  101. r.MaxAnisotropy=16
  102. r.Filter.LoopMode=0
  103. r.DefaultFeature.MotionBlur=0
  104. r.MotionBlur.Max=0 ; Sets motion blur amount
  105. r.MotionBlurQuality=0
  106. r.DefaultFeature.AutoExposure=0
  107. r.DefaultFeature.LensFlare=0
  108. r.DepthOfField=0
  109. r.GaussianDOF=0
  110. r.DepthOfField.FarBlur=0
  111. r.DepthOfFieldQuality=0
  112. r.DOF.Kernel.MaxBackgroundRadius=0.0000
  113. r.SceneColorFringe.Max=0
  114. r.SceneColorFringeQuality=0 ; disables chromatic aberration
  115. r.PostProcessing.PropagateAlpha=0 ; "scene alpha channel support in the post processing"
  116. r.GBufferFormat=1 ; higher-precision GBuffer
  117. r.Filter.SizeScale=1 ; scale up sample count for bloom/DOF
  118. r.EmitterSpawnRateScale=2 ; double the emitter/particle count
  119. r.DFFullResolution=1 ; "full resolution distance field shadowing"
  120. r.SceneColorFormat=4
  121.  
  122. [ConsoleVariables]
  123. AllowAsyncRenderThreadUpdates=1
  124. AllowAsyncRenderThreadUpdatesDuringGamethreadUpdates=1
  125. AllowAsyncRenderThreadUpdatesEditor=1
  126.  
  127. [/script/engine.inputsettings]
  128. bEnableMouseSmoothing=False
  129.  
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