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kenshinakh

UltraHighQualityTAAPerf

Aug 23rd, 2022 (edited)
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  1. ; Paste under Engine.ini after last line
  2. ; Settings for Ultra High Quality Mode with TAA upscaling at 80%
  3.  
  4. [SystemSettings]
  5. ; post processing
  6. r.BlurGBuffer=-1
  7. r.AmbientOcclusionLevels=2
  8. ;r.AmbientOcclusionRadiusScale=1
  9. ;r.AmbientOcclusionMipLevelFactor=0.5
  10. r.DepthOfFieldQuality=3
  11. r.RenderTargetPoolMin=400
  12. r.LensFlareQuality=3
  13. r.SceneColorFringeQuality=1
  14. r.EyeAdaptationQuality=2
  15. r.BloomQuality=5
  16. r.FastBlurThreshold=7
  17. r.Upscale.Quality=3
  18. r.MotionBlurQuality=4
  19. r.Tonemapper.Quality=5
  20. r.ToneMapper.Sharpen=0.3
  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=3
  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=1000
  52. r.SkeletalMeshLODBias=-1
  53. r.MipMapLODBias=-1
  54. r.StaticMeshLODDistanceScale=0.25
  55. r.LandscapeLODBias=-1
  56. r.LandscapeLODDistributionScale=3
  57. r.LandscapeLOD0DistributionScale=3
  58. r.LODFadeTime=2
  59. r.UITextureLODBias=-1
  60. ;grass.CullDistanceScale=2
  61. r.LevelStreamingDistanceScale=10
  62.  
  63. ; Foliage
  64. foliage.DensityScale=1.0
  65. grass.DensityScale=1.0
  66. foliage.DitheredLOD=1
  67. foliage.LODDistanceScale=3
  68.  
  69. ; shadow
  70. r.ShadowQuality=5
  71. r.Shadow.CSM.MaxCascades=5
  72. r.Shadow.MaxResolution=4096
  73. r.Shadow.MaxCSMResolution=4096
  74. r.Shadow.RadiusThreshold=0.03
  75. r.AllowLandscapeShadows=1
  76. r.Shadow.DistanceScale=3
  77. r.ContactShadows=1
  78. ; FilterMethod=0 is standard style. 1 = PCSS, for more diffused softer realistic shadows. Pick based on preference.
  79. r.Shadow.FilterMethod=0
  80. r.Shadow.TexelsPerPixel=3
  81. r.LightMaxDrawDistanceScale=5
  82. r.Shadow.CSM.TransitionScale=2
  83. r.Shadow.Preshadows=1
  84. ;r.AmbientOcclusion.FadeRadiusScale=1.5
  85.  
  86. ; Adds cool bloom cross lighting, change light bloom style
  87. ;r.Bloom.Cross=0.6
  88.  
  89. ; Enable screen space global illumination. Very gpu intensive. Disable if low fps.
  90. r.SSGI.Enable=0
  91. r.SSGI.HalfRes=1
  92. r.SSGI.Quality=4
  93.  
  94. ; Water settings
  95. r.Water.SingleLayer=1
  96. r.Water.SingleLayer.Reflection=1
  97. r.Water.SingleLayer.SSR=1
  98. r.Water.SingleLayer.SSRTAA=0
  99. r.Water.EnableShallowWaterSimulation=1
  100. r.Water.EnableUnderwaterPostProcess=1
  101. r.Water.SingleLayer.RefractionFullPrecision=1
  102.  
  103. ; Texture
  104. r.MaxAnisotropy=16
  105. r.VT.MaxAnisotropy=16
  106.  
  107. ; effects quality
  108. r.RefractionQuality=3
  109. r.ReflectionCaptureResolution=1024
  110. r.SSR.Quality=3
  111. r.SceneColorFormat=4
  112. r.DetailMode=2
  113. r.TranslucencyVolumeBlur=1
  114. r.MaterialQualityLevel=2
  115. r.SSS.Quality=1
  116.  
  117. ; DLSS - Enable to use DLSS when you need more performance. Turn off for better image and no ghosting.
  118. r.NGX.Enable=0
  119.  
  120. ; Temporal AA upgrades, only works with dlss off.
  121. r.PostProcessAAQuality=5
  122. r.TemporalAA.Algorithm=1
  123. r.TemporalAASharpness=1
  124. ; Increase to reduce ghosting at cost of performance: (4, 8=default, 16, 32, 64).
  125. r.TemporalAASamples=16
  126. ; Set 1 when using r.ScreenPercentage < 100 to use TAA for better upscaling.
  127. r.TemporalAA.Upsampling=1
  128. ; Use to scale with TAA. Set < 100 when FPS goals not met. 80 is generally decent for higher resolution.
  129. r.ScreenPercentage=80
  130.  
  131. ; optimizations
  132. r.Shaders.Optimize=1
  133. r.GTSyncType=1
  134.  
  135. ; might help with lag and stutter at cost of input lag
  136. r.OneFrameThreadLag=1
  137.  
  138. ; Allow tearing when you have a VRR capable monitor
  139. r.D3D11.UseAllowTearing=1
  140. r.D3D12.UseAllowTearing=1
  141.  
  142. ; Extra stutter optimizations for streaming and GC
  143. ;gc.LowMemory.MemoryThresholdMB=8000
  144. gc.TimeBetweenPurgingPendingKillObjects=30
  145. ; gc.NumRetriesBeforeForcingGC=5
  146. ; gc.MinDesiredObjectsPerSubTask=20
  147. ; Improves stutter but will cause glitches in minigame. (Crane games)
  148. s.ForceGCAfterLevelStreamedOut=0
  149. ; Improves stutter but will cause glitches in minigame. (Crane games)
  150. ;s.ContinuouslyIncrementalGCWhileLevelsPendingPurge=0
  151.  
  152. [ConsoleVariables]
  153. AllowAsyncRenderThreadUpdates=1
  154. AllowAsyncRenderThreadUpdatesDuringGamethreadUpdates=1
  155. AllowAsyncRenderThreadUpdatesEditor=1
  156.  
  157. ; Maintain aspec ratio for ultrawide monitors.
  158. ; Enable if you have wide monitor and you feel like zoom is too close.
  159. [/Script/Engine.LocalPlayer]
  160. ; AspectRatioAxisConstraint=AspectRatio_MaintainYFOV
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