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DrunkDwarfUK

Mordhau - Extreme Performance Tweaks

Aug 30th, 2023 (edited)
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  1. [/Script/Engine.RendererSettings]
  2. foliage.DensityScale=0.01               ; Controls the amount of foliage to render. [Default: Scalability]
  3. foliage.LODDistanceScale=0.00008        ; Scale factor for the distance used in computing LOD for foliage. [Default: 1]
  4. foliage.MaxTrianglesToRender=100000     ; This is an absolute limit on the number of foliage triangles to render in one traversal. [Default: 100000000]
  5. foliage.MinVertsToSplitNode=819200      ; Controls the accuracy between culling and LOD accuracy and culling and CPU performance. [Default: 8192]
  6. foliage.SplitFactor=1                   ; This controls the branching factor of the foliage tree. [Default: 16]
  7. FX.AllowGPUParticles=0                  ; If true, allow the usage of GPU particles. [Default: 1]
  8. FX.MaxCPUParticlesPerEmitter=0          ; Maximum number of CPU particles allowed per-emitter. [Default: 1000]
  9. FX.MaxGPUParticlesSpawnedPerFrame=0     ; Maximum number of GPU particles allowed to spawn per-frame per-emitter. [Default: 1048576]
  10. grass.DensityScale=0                    ; Multiplier on all grass densities. [Default: Scalability]
  11. grass.Enable=0                          ; 1: Enable Grass; 0: Disable Grass [Default: 1]
  12. p.AnimDynamics=0                        ; Enables/Disables anim dynamics node updates. [Default: 1]
  13. p.AnimDynamicsWind=0                    ; Enables/Disables anim dynamics wind forces globally [Default: 1]
  14. p.ClothPhysics=0                        ; If 1, physics cloth will be used for simulation. [Default: 1]
  15. p.SkipPhysicsReplication=1              ; Skips Physics Replication [Default: 0]
  16. r.AllowLandscapeShadows=0               ; Allow Landscape Shadows [Default: 1]
  17. r.AllowPointLightCubemapShadows=0       ; When 0, will prevent point light cube map shadows from being used and the light will be unshadowed. [Default: 1]
  18. r.AllowPrecomputedVisibility=1          ; If zero, precomputed visibility will not be used to cull primitives. [Default: 0]
  19. r.AllowSimpleLights=0                   ; If true, we allow simple (ie particle) lights [Default: 1]
  20. r.AllowSubPrimitiveQueries=0            ; Enables sub primitive queries, currently only used by hierarchical instanced static meshes. [Default: 1]
  21. r.AlsoUseSphereForFrustumCull=1         ; Performance tweak. If > 0, then use a sphere cull before and in addition to a box for frustum culling. [Default: 0]
  22. r.AmbientOcclusionLevels=0              ; Defines how many mip levels are using during the ambient occlusion calculation. [Default: -1]
  23. r.AmbientOcclusionRadiusScale=1.7       ; Allows to scale the ambient occlusion radius (SSAO). [Default: Scalability]
  24. r.AOQuality=0                           ; Defines the distance field AO method which allows to adjust for quality or performance [Default: Scalability]
  25. r.Atmosphere=0                          ; Defines atmosphere will render or not. 0: off (To save GPU memory) 1: on (default) [Default: 1]
  26. r.BloomQuality=0                        ; Sets the quality setting for Bloom [Default: 1]
  27. r.CapsuleDirectShadows=0                ; Whether to allow capsule direct shadowing on skinned components with bCastCapsuleDirectShadow enabled. [Default: 1]
  28. r.CapsuleIndirectShadows=0              ; Whether to allow capsule indirect shadowing on skinned components with bCastCapsuleIndirectShadow enabled. [Default: 1]
  29. r.CapsuleMaxDirectOcclusionDistance=0   ; Maximum cast distance for direct shadows from capsules. This has a big impact on performance. [Default: 400]
  30. r.CapsuleMaxIndirectOcclusionDistance=0 ; Maximum cast distance for indirect shadows from capsules. This has a big impact on performance. [Default: 33.0]
  31. r.CapsuleShadows=0                      ; Whether to allow capsule shadowing on skinned components with bCastCapsuleDirectShadow or bCastCapsuleIndirectShadow enabled. [Default: Scalability]
  32. r.Color.Max=1.25                        ; Allows to define where the value 1.0 in the color channels is mapped to after color grading. Value should be around 1, smaller values darken the highlights, larger values move more colors towards white [Default: 1]
  33. r.Color.Mid=0.75                        ; Allows to define where the value 0.5 in the color channels is mapped to after color grading (This is similar to a gamma correction). Value should be around 0.5, smaller values darken the mid tones, larger values brighten the mid tones [Default: 0.5]
  34. r.Color.Min=0                           ; Allows to define where the value 0 in the color channels is mapped to after color grading. The value should be around 0, positive: a gray scale is added to the darks, negative: more dark values become black, Default: 0 [Default: 0]
  35. r.ContactShadows=0                      ; 0: disabled. 1: enabled. [Default: 1]
  36. r.DetailMode=0                          ; Current detail mode; determines whether components of actors should be updated/ ticked. 0: low, show only object with DetailMode low or higher, 1: medium, show all object with DetailMode medium or higher, 2: high, show all objects (default)[Default: Scalability]
  37. r.DFShadowQuality=0                     ; Defines the distance field shadow method which allows to adjust for quality or performance. 0:off, 1:low (20 steps, no SSS), 2:medium (32 steps, no SSS), 3:high (64 steps, SSS, default) [Default: 3]
  38. r.DisableDistortion=1                   ; Prevents distortion effects from rendering. Saves a full-screen framebuffer's worth of memory. [Default: 0]
  39. r.DoTiledReflections=0                  ; Compute Reflection Environment with Tiled compute shader. [Default: 1]
  40. r.Downsample.Quality=0                  ; Defines the quality in which the Downsample passes. [Default: 1]
  41. r.Filter.SizeScale=0.1                  ; Allows to scale down or up the sample count used for bloom and Gaussian depth of field (scale is clamped 0-1 to give reasonable results). [Default: Scalability]
  42. r.Fog=0                                 ; Removes Fog Entirely, noticable on Camp [Default: 1]
  43. r.FrustumCullNumWordsPerTask=64         ; Performance tweak. Controls the granularity for the ParallelFor for frustum culling. [Default: 128]
  44. r.LensFlareQuality=0                    ; 0: off but best for performance, 1: low quality with good performance, 2: good quality (default), 3: very good quality but bad performance [Default: Scalability]
  45. r.LightFunctionQuality=0                ; Defines the light function quality which allows to adjust for quality or performance. <=0: off (fastest) - 1: low quality (e.g. half res with blurring) - 2: normal quality - 3: high quality (e.g. super-sampled or colored) [Default: 1]
  46. r.LightShaftQuality=0                   ; Defines the light shaft quality (mobile and non mobile). [Default: Scalability]
  47. r.MipMapLODBias=0.5                     ; Apply additional mip map bias for all 2D textures, range of -15.0 to 15.0 [Default: Scalability]
  48. r.MSAACount=0                           ; Number of MSAA samples to use with the forward renderer. [Default: 4]
  49. r.ParticleLightQuality=0                ; 0: No lights. 1:Only simple lights. 2:Simple+HQ lights [Default: Scalability]
  50. r.ParticleLODBias=100                   ; LOD bias for particle systems [Default: 0]
  51. r.PostProcessAAQuality=0                ; Defines the postprocess anti-aliasing method which allows to adjust for quality or performance. [Default: Scalability]
  52. r.ReflectionEnvironment=0               ; Whether to render the reflection environment feature, which implements local reflections through Reflection Capture actors. [Default: Scalability]
  53. r.RefractionQuality=0                   ; Defines the distorion/refraction quality which allows to adjust for quality or performance. [Default: Scalability]
  54. r.RenderTargetPoolMin=250               ; If the render target pool size (in MB) is below this number there is no deallocation of rendertargets. [Default: Scalability]
  55. r.Shadow.CSM.TransitionScale=0          ; Allows to scale the cascaded shadow map transition region. - 0: no transition (fastest) - 1: as specific in the light settings (default) - 2: 2x larger than what was specified in the light [Default: 0.25]
  56. r.Shadow.MaxCSMResolution=0             ; Max square dimensions (in texels) allowed for rendering Cascaded Shadow depths. Range 4 to hardware limit. Higher = better quality shadows but at a performance cost. [Default: 2048]
  57. r.Shadow.MaxResolution=0                ; Max square dimensions (in texels) allowed for rendering shadow depths. Range 4 to hardware limit. Higher = better quality shadows but at a performance cost. [Default: 2048]
  58. r.Shadow.MinPreShadowResolution=0       ; Minimum dimensions (in texels) allowed for rendering preshadow depths [Default: 8]
  59. r.Shadow.MinResolution=0                ; Minimum dimensions (in texels) allowed for rendering shadow subject depths [Default: 32]
  60. r.shadow.PerObject=0                    ; Whether to render per object shadows (character casting on world) [Default: 1]
  61. r.Shadow.Preshadows=0                   ; Whether to allow preshadows (static world casting on character) [Default: 1]
  62. r.Shadow.RadiusThreshold=0              ; Cull shadow casters if they are too small, value is the minimal screen space bounding sphere radius [Default: 0.03]
  63. r.ShadowQuality=0                       ; Defines the shadow method which allows to adjust for quality or performance. 0:off, 1:low(unfiltered), 2:low .. 5:max [Default: 1]
  64. r.SimpleForwardShading=1                ; Whether to use the simple forward shading base pass shaders which only support lightmaps + stationary directional light + stationary skylight - All other lighting features are disabled when true.  This is useful for supporting very low end hardware, and is only supported on PC platforms. [Default: 0]
  65. r.SkylightIntensityMultiplier=0.8       ; Intensity scale on Stationary and Movable skylights. This is useful to control overall lighting contrast in dynamically lit games with scalability levels which disable Ambient Occlusion. For example, if medium quality disables SSAO and DFAO, reduce skylight intensity. [Default: 1.0]
  66. r.SkySpecularOcclusionStrength=0        ; Strength of skylight specular occlusion from DFAO [Default: 1]
  67. r.SSS.Filter=0                          ; Defines the filter method for Screenspace Subsurface Scattering feature. 0: point filter (useful for testing, could be cleaner), 1: bilinear filter [Default: 1]
  68. r.SSS.Quality=0                         ; Defines the quality of the recombine pass when using the SubsurfaceScatteringProfile shading model. 0: low (faster, default), 1: high (sharper details but slower), -1: auto, 1 if TemporalAA is disabled (without TemporalAA the quality is more noticable) [Default: Scalability]
  69. r.SSS.SampleSet=0                       ; Defines how many samples we use for Separable Screenspace Subsurface Scattering feature. 0: lowest quality (6*2+1), 1: medium quality (9*2+1), 2: high quality (13*2+1) [Default: Scalability]
  70. r.SSS.Scale=0                           ; Affects the Screen space Separable subsurface scattering pass. [Default: Scalability]
  71. r.StaticMeshLODDistanceScale=0.25       ; Scale factor for the distance used in computing discrete LOD for static meshes. (higher values make LODs transition earlier, e.g., 2 is twice as fast / half the distance) [Default: 1]
  72. r.Streaming.Boost=0                     ; =1.0: normal, <1.0: decrease wanted mip levels, >1.0: increase wanted mip levels [Default: 1]
  73. r.Streaming.FramesForFullUpdate=164     ; Texture streaming is time sliced per frame. This values gives the number of frames to visit all textures. [Default: 5]
  74. r.Streaming.MaxTextureUVDensity=1       ; If non-zero, the max UV density a static entry can have. Used to improve level culling from MinLevelTextureScreenSize. Component with bigger entries become handled as dynamic component. [Default: 0]
  75. r.Streaming.MipBias=20                  ; 0..x reduce texture quality for streaming by a floating point number. 0: use full resolution (default), 1: drop one mip, 2: drop two mips [Default: Scalability]
  76. r.Streaming.PoolSize=700                ; Default texture pool size, otherwise the size in MB [Default: 4096]
  77. r.SubsurfaceScattering=0                ; 0: disabled, 1: enabled [Default: 1]
  78. r.TemporalAACurrentFrameWeight=0        ; Weight of current frame's contribution to the history.  Low values cause blurriness and ghosting, high values fail to hide jittering. [Default: 0.08]
  79. r.TemporalAAFilterSize=0.1              ; Size of the filter kernel. (1.0 = smoother, 0.0 = sharper but aliased). [Default: 0.25]
  80. r.TemporalAAMovementBlurReduction=0     ; Simplifies Bricks and Tiles [Default: 0.2]
  81. r.TemporalAASamples=0                   ; Number of jittered positions for temporal AA (4, 8=default, 16, 32, 64). [Default: 4]
  82. r.TiledDeferredShading.MinimumCount=1   ; Number of applicable lights that must be on screen before switching to tiled deferred. [Default: 80]
  83. r.Tonemapper.GrainQuantization=0        ; 0: low (minor performance benefit), 1: high (default, with high frequency pixel pattern to fight 8 bit color quantization) [Default: Scalability]
  84. r.Tonemapper.Quality=0                  ; Defines the Tonemapper Quality in the range 0-5 - Depending on the used settings we might pick a faster shader permutation -  0: basic tonemapper only, lowest quality -  1: + FilmContrast -  2: + Vignette -  3: + FilmShadowTintAmount -  4: + Grain -  5: + GrainJitter = full quality [Default: 2]
  85. r.Tonemapper.Sharpen=0                  ; Sharpening in the tonemapper clamped at 10. 0: off, 0.5: half strength, 1: full strength [Default: 1]
  86. r.TonemapperFilm=0                      ; Use film tone mapper [Default: 1]
  87. r.TranslucencyLightingVolumeDim=1       ; Dimensions of the volume textures used for translucency lighting.  Larger textures result in higher resolution but lower performance. [Default: Scalability]
  88. r.Upscale.Quality=0                     ; Defines the quality in which ScreenPercentage and WindowedFullscreen scales the 3d rendering. 0: Nearest filtering, 1: Simple Bilinear, 2: Directional blur with unsharp mask upsample, 3: 5-tap Catmull-Rom bicubic, approximating Lanczos 2, 4: 13-tap Lanczos 3., 5: 36-tap Gaussian-filtered unsharp mask (very expensive, but good for extreme upsampling). [Default: Scalability]
  89. r.Upscale.Softness=0                    ; Amount of sharpening for Gaussian Unsharp filter (r.UpscaleQuality=5). Reduce if ringing is visible. 1: Normal sharpening, 0: No sharpening (pure Gaussian). [Default: 1]
  90. sg.ShadowQuality=0                      ; Scalability quality state. 0:low, 1:med, 2:high, 3:epic, 4:cinematic [Default: Scalability]
  91. r.DontLimitOnBattery=1                  ; Prevents game from limiting performance on Laptops [Default: 0]
  92. t.MaxFPS=-1                             ; Caps FPS to the given value. Set to <= 0 to be uncapped.
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