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- [Core.System]
- Paths=../../../Engine/Content
- Paths=%GAMEDIR%Content
- Paths=../../../CodeVein/Plugins/NetCommon/Content
- Paths=../../../CodeVein/Plugins/Wwise/Content
- Paths=../../../Engine/Plugins/Runtime/CriWare/CriWare/Content
- Paths=../../../CodeVein/Plugins/SpriteStudio5/Content
- Paths=../../../Engine/Plugins/2D/Paper2D/Content
- Paths=../../../Engine/Plugins/Media/MediaCompositing/Content
- Paths=../../../Engine/Plugins/Runtime/AppleARKit/Content
- [SystemSettings]
- ; Image quality improvements
- ; This line enables better tonemapper, but makes the game overall a lot darker
- ; Maybe disable it if you want the games colors as they were before (eg if you're using ReShade with the game)
- r.TonemapperFilm=1 ; game default = 0
- r.Filter.SizeScale=2 ; double sample count for bloom/DoF, game default = 1
- r.LightFunctionQuality=3 ; use highest light function quality, game default = 1
- r.MaxQualityMode=1 ; enables max quality mode for a bunch of shadow-related code, game default = 0
- r.MaxAnisotropy=16 ; use 16x AF, game default = 8
- r.Tonemapper.Sharpen=0.5 ; sharpens the image slightly (try 1 for even sharper image and see which you prefer), game default = 0
- r.Streaming.MipBias=-15 ; always use best mips, default = 0
- r.MipMapLodBias=-15 ; always use best mips, default = 0
- r.SceneColorFormat=4 ; better color format for scene, default = 3
- r.SSS.HalfRes=0 ; use full resolution for SSR, default = 1
- r.EmitterSpawnRateScale=0.75 ; emitter (fog/smoke) spawn rate, default = 1
- ; TAA improvements
- r.TemporalAACatmullRom=1 ; use sharper TAA filter kernel, game default = 0
- r.MSAA.CompositingSampleCount=0 ; MSAA doesn't work in this game, so disable it, game default = 4
- ; (disabled these since I'm not sure if they actually make an improvement)
- ;r.TemporalAASamples=64 ; use more TAA samples, might cause more jittering but the cvar below seems to solve it, game default = 8
- ;r.TemporalAACurrentFrameWeight=0 ; removes jitter from TAA, may cause ghosting but I can't seem to notice it, game default = 0.04
- ; Shadow/Light/Fog improvements
- r.Shadow.MaxCSMResolution=2048 ; shadow resolution, game default = 2048
- r.Shadow.MaxResolution=2048 ; shadow resolution, game default = 2048
- r.Shadow.RadiusThreshold=0.0075 ; lower value = further shadow distance. game default = 0.01
- r.VolumetricFog.GridPixelSize=4 ; lower fog pixel size, default = 8
- r.VolumetricFog.HistoryMissSupersampleCount=16 ; increase fog supersample count, default = 4
- r.VolumetricFog.LightFunctionSupersampleScale=4 ; increase fog supersample scale, default = 2
- ; LOD/view distance increases
- r.ViewDistanceScale=2 ; makes viewable & LOD distance of objects 3x, less pop-in of things, game default = 1
- r.StaticMeshLODDistanceScale=0.5 ; increase static mesh LOD distances, lower = larger distance. game default = 1.
- foliage.LODDistanceScale=3 ; increase grass LOD distance, not much perf impact. game default = 1
- r.SkeletalMeshLODBias=-2 ; increase character LOD distances. game default = 0
- r.MinScreenRadiusForLights=0.015 ; game culls lights based on their size on the screen, lower the culling size so that more lights can stay onscreen. game default = 0.03
- ; Streaming improvements
- r.Streaming.PoolSize=0 ; first make streaming pool size unlimited, game default = 3000
- r.Streaming.LimitPoolSizeToVRAM=1 ; and then limit pool size to VRAM size, game default = 0
- r.Streaming.MaxTempMemoryAllowed=128 ; game default = 50, lets increase it a little
- r.Streaming.HiddenPrimitiveScale=1 ; keep assets at full resolution even when out of view, game default = 0.5
- r.Streaming.UseAllMips=1 ; remove any resolution requirements for mips, game default = 0
- ; Below are improvements that should reduce stutter & slowdown during gameplay
- ; NOTE - these will likely increase VRAM consumption by a lot
- ; and also might cause loading to take a lot longer - after this increased loading the game should perform a lot better though!
- ; maybe disable these if your game isn't located on a fast SSD
- r.TextureStreaming=1 ; streaming system, game default = 1
- ; Makes the game try to fully load textures as soon as the map is loaded, instead of loading them as you play
- r.Streaming.FullyLoadUsedTextures=0 ; game default = 0
- r.Streaming.HLODStrategy=2 ; forces all LOD mips to be loaded rather than streamed. game default = 0
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