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- [SystemSettings]
- r.bForceCPUAccessToGPUSkinVerts=True
- r.GTSyncType=2 *** Sync to the GPU swap chain flip **
- r.OneFrameThreadLag=1
- r.FinishCurrentFrame=0
- r.ScreenPercentage=100
- r.DynamicRes.OperationMode=0
- r.DynamicRes.MinScreenPercentage=100
- r.DynamicRes.MaxScreenPercentage=100
- RHI.SyncWithDWM=1
- D3D12.SyncWithDWM=1
- r.VSync=1
- r.FullScreenMode=0
- r.TextureStreaming=1
- r.Streaming.PoolSize=2048 # 6GB 2048/8GB 3072/12GB 4096/5120
- r.Streaming.LimitPoolSizeToVRAM=1
- r.Streaming.HLODStrategy=0 # 2/1 (options) ***RAM +300, FPS -3, 0 FASTEST/SMOOTHEST***
- r.Streaming.MaxTempMemoryAllowed=512 # 256/512*/1024*/2048/100000 (options)
- r.Streaming.Boost=1
- r.Streaming.MipBias=0
- r.Streaming.MinMipForSplitRequest=10 # 0 ***GPU HEAVY?*** loads all mips, 1 load visible mips first
- r.Streaming.HiddenPrimitiveScale=1
- r.DetailMode=2
- r.Streaming.FullyLoadUsedTextures=0
- r.Streaming.DefragDynamicBounds=1
- r.Streaming.UseBackgroundThreadPool=1
- r.Streaming.FramesForFullUpdate=5
- s.LevelStreamingComponentsUnregistrationGranularity=10
- s.LevelStreamingComponentsRegistrationGranularity=50
- r.Streaming.NumStaticComponentsProcessedPerFrame=500
- s.AsyncLoadingTimeLimit=2
- s.PriorityAsyncLoadingExtraTime=1
- s.UnregisterComponentsTimeLimit=2
- s.LevelStreamingActorsUpdateTimeLimit=2
- s.PriorityLevelStreamingActorsUpdateExtraTime=1
- r.Tonemapper.Quality=1
- r.Tonemapper.GrainQuantization=0 # disable film grain
- r.TonemapperGamma=1.5 ; enable tonemapper gamma (improved s-curve to linear gamma by default), 0-(reverts to linear gamma)
- r.Color.Mid=0.7 ; added to counteract a slightly lower tonemappergamma value, improves colors (less "washed-out")
- r.TonemapperFilm=1 # set to 0 if colors are weird
- gc.TimeBetweenPurgingPendingKillObjects=180
- gc.NumRetriesBeforeForcingGC=5
- gc.MinDesiredObjectsPerSubTask=20
- s.ForceGCAfterLevelStreamedOut=0
- s.ContinuouslyIncrementalGCWhileLevelsPendingPurge=0
- r.ForceAllCoresForShaderCompiling=1
- r.ShaderPipelineCache.BatchTime=2
- r.ShaderPipelineCache.BackgroundBatchTime=0
- s.IoDispatcherCacheSizeMB=256
- r.AOComputeShaderNormalCalculation=1
- D3D12.ForceThirtyHz=0
- r.AllowOcclusionQueries=1
- r.OcclusionCullParallelPrimFetch=1
- D3D12.InsertOuterOcclusionQuery=1
- D3D12.ResidencyManagement=1
- D3D12.StablePowerState=0
- D3D12.TexturePoolOnlyAccountStreamableTexture=1
- D3D12.UseUpdateTexture3DComputeShader=1
- D3D12.ZeroBufferSizeInMB=64
- D3D12.AsyncDeferredDeletion=1
- r.RHICmdSpewParallelListBalance=0
- r.RHICmdBypass=0
- r.RHICmdShadowDeferredContexts=1
- r.RHICmdMergeSmallDeferredContexts=1
- r.RHICmdBalanceParallelLists=1 ** 2 might be better but need testing **
- r.RHICmdBalanceTranslatesAfterTasks=1 ** disabled by r.RHICmdBalanceParallelLists **
- r.RHICmdCollectRHIThreadStatsFromHighLevel=0
- r.RHICmdDeferSkeletalLockAndFillToRHIThread=1 ** experimental**
- r.RHICmdWidth=12
- rhi.SyncInterval=1
- rhi.SyncSlackMS=0 ** raise to 10 in case of hitches, tune it as needed **
- r.D3D12.ExecuteCommandListTask=0
- r.RHICmdBufferWriteLocks=0 ** disabled, it should only used in debugging mode **
- r.RHICmdUseThread=1 ** use a separate thread for RHICmdList **
- r.RHICmdAsyncRHIThreadDispatch=1
- r.DiscardUnusedQuality=1 ** need more testing, but suppose to discard unused mips quality on load **
- r.D3D.ForceDXC=1
- r.D3D.ForceShaderConductorDXCRewrite=1
- r.LODFadeTime=0.200
- r.SubsurfaceScattering=1
- r.SSS.Scale=2.5 # 2.5/1.5/1.1/1 (options) ***GPU HEAVY***
- r.SSS.Filter=2
- r.SSS.Quality=1
- r.SSS.SampleSet=2
- r.SSS.Checkerboard=0
- r.SSS.HalfRes=0
- r.SubsurfaceQuality=1 # (N/A)
- r.SSS.Burley.NumSamplesOverride=0 # (N/A)
- r.SSS.Burley.Quality=0 # (N/A)
- r.SSS.Burley.BilateralFilterKernelFunctionType=1 # (N/A)
- r.PostProcessAAQuality=6
- r.DefaultFeature.AntiAliasing=2
- r.TemporalAASamples=2
- r.TemporalAAPauseCorrect=1
- r.TemporalAACurrentFrameWeight=0.1
- r.TemporalAAFilterSize=0.5
- r.TemporalAASharpness=0.8
- r.Tonemapper.Sharpen=1
- r.Jittering=1
- r.MaxQualityMode=1
- r.MaxAnisotropy=16
- r.Filter.LoopMode=0
- r.DefaultFeature.MotionBlur=0
- r.MotionBlur.Max=0 ; Sets motion blur amount
- r.MotionBlurQuality=0
- r.DefaultFeature.AutoExposure=0
- r.DefaultFeature.LensFlare=0
- r.DepthOfField=0
- r.GaussianDOF=0
- r.DepthOfField.FarBlur=0
- r.DepthOfFieldQuality=0
- r.DOF.Kernel.MaxBackgroundRadius=0.0000
- r.SceneColorFringe.Max=0
- r.SceneColorFringeQuality=0 ; disables chromatic aberration
- r.PostProcessing.PropagateAlpha=0 ; "scene alpha channel support in the post processing"
- r.GBufferFormat=1 ; higher-precision GBuffer
- r.Filter.SizeScale=1 ; scale up sample count for bloom/DOF
- r.EmitterSpawnRateScale=2 ; double the emitter/particle count
- r.DFFullResolution=1 ; "full resolution distance field shadowing"
- r.SceneColorFormat=4
- [ConsoleVariables]
- AllowAsyncRenderThreadUpdates=1
- AllowAsyncRenderThreadUpdatesDuringGamethreadUpdates=1
- AllowAsyncRenderThreadUpdatesEditor=1
- [/script/engine.inputsettings]
- bEnableMouseSmoothing=False
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