Advertisement
Not a member of Pastebin yet?
Sign Up,
it unlocks many cool features!
- GameUserSettings.ini tweaks
- Note: Game must be closed before any updates can be done.
- Location:
- C:\Users\%USERNAME%\AppData\Local\Hotta\Saved\Config\WindowsNoEditor\GameUserSettings.ini
- Custom Resolutions
- - These can adjust your resolution to sizes that are not supported by default even though the game can actually do it. I use this to deal with super ultrawide monitor issues (31:9).
- - Size is in pixels
- - You may not have these settings yet if you have not set a resolution in game and exited.
- ResolutionSizeX=3840
- ResolutionSizeY=1440
- LastUserConfirmedResolutionSizeX=3840
- LastUserConfirmedResolutionSizeY=1440
- Scalability Groups
- - These are used to scale quality according to UE4 standards. Basically, 0 is lowest quality and 4 is max quality. Scale these to what you feel like and if you feel like performance is hit too much, lower by 1.
- - sg.ResolutionQuality can be lowered between 0-100. 100 being the default resolution, and any lower should scale the resolution down.
- [ScalabilityGroups]
- sg.ResolutionQuality=100.000000
- sg.ViewDistanceQuality=4
- sg.AntiAliasingQuality=4
- sg.ShadowQuality=4
- sg.PostProcessQuality=4
- sg.TextureQuality=4
- sg.EffectsQuality=4
- sg.FoliageQuality=4
- sg.ShadingQuality=4
- sg.GraphicQuality=4
- Frame Rate Limit
- - Lets you set the frame rate beyond what is allowed ingame.
- FrameRateLimit=120.000000
- Engine.ini tweaks
- C:\Users\%USERNAME%\AppData\Local\Hotta\Saved\Config\WindowsNoEditor\Engine.ini
- All these tweaks go under a section called [SystemSettings]. You shouldn't have this section by default so you'll have to create it at the bottom of the file.
- Custom Resolutions
- - These can adjust your resolution to sizes that are not supported by default even though the game can actually do it. I use this to deal with super ultrawide monitor issues (31:9).
- - Size is in pixels
- - You may not have these settings yet if you have not set a resolution in game and exited.
- ResolutionSizeX=3840
- ResolutionSizeY=1440
- LastUserConfirmedResolutionSizeX=3840
- LastUserConfirmedResolutionSizeY=1440
- Scalability Groups
- - These are used to scale quality according to UE4 standards. Basically, 0 is lowest quality and 4 is max quality. Scale these to what you feel like and if you feel like performance is hit too much, lower by 1.
- - sg.ResolutionQuality can be lowered between 0-100. 100 being the default resolution, and any lower should scale the resolution down.
- [ScalabilityGroups]
- sg.ResolutionQuality=100.000000
- sg.ViewDistanceQuality=4
- sg.AntiAliasingQuality=4
- sg.ShadowQuality=4
- sg.PostProcessQuality=4
- sg.TextureQuality=4
- sg.EffectsQuality=4
- sg.FoliageQuality=4
- sg.ShadingQuality=4
- sg.GraphicQuality=4
- Frame Rate Limit
- - Lets you set the frame rate beyond what is allowed ingame.
- FrameRateLimit=120.000000
- Engine.ini tweaks
- C:\Users\%USERNAME%\AppData\Local\Hotta\Saved\Config\WindowsNoEditor\Engine.ini
- All these tweaks go under a section called [SystemSettings]. You shouldn't have this section by default so you'll have to create it at the bottom of the file.
- [SystemSettings]
- ; post processing
- r.BlurGBuffer=-1
- r.AmbientOcclusionLevels=2
- r.AmbientOcclusionRadiusScale=1.0
- r.AmbientOcclusionMipLevelFactor=0.5
- r.DepthOfFieldQuality=3
- r.RenderTargetPoolMin=400
- r.LensFlareQuality=3
- r.SceneColorFringeQuality=1
- r.EyeAdaptationQuality=2
- r.BloomQuality=5
- r.FastBlurThreshold=7
- r.Upscale.Quality=3
- r.Tonemapper.GrainQuantization=1
- r.HighQualityLightMaps=1
- r.MotionBlurQuality=4
- r.Tonemapper.Quality=5
- r.ToneMapper.Sharpen=1
- r.ParticleLightQuality=2
- ; LOD
- r.ViewDistanceScale=40
- r.SkeletalMeshLODBias=-2
- r.MipMapLODBias=-2
- foliage.LODDistanceScale=4
- r.StaticMeshLODDistanceScale=0.25
- r.SkeletalMeshLODRadiusScale=0.25
- r.LandscapeLODBias=-2
- r.LandscapeLODDistributionScale=3
- r.LandscapeLOD0DistributionScale=3
- r.LODFadeTime=3
- r.UITextureLODBias=-2
- ; Foliage
- foliage.DensityScale=1.0
- grass.DensityScale=1.0
- foliage.DitheredLOD=5
- ; shadow
- r.ShadowQuality=5
- r.Shadow.CSM.MaxCascades=10
- r.Shadow.MaxResolution=8192
- r.Shadow.MaxCSMResolution=8192
- r.Shadow.RadiusThreshold=0.01
- r.AllowLandscapeShadows=1
- r.Shadow.DistanceScale=5
- r.ContactShadows=1
- ; FilterMethod=0 is standard style. 1 = PCSS, for more diffused softer realistic shadows. Pick based on preference.
- r.Shadow.FilterMethod=0
- r.Shadow.TexelsPerPixel=3
- r.LightMaxDrawDistanceScale=10
- ; Adds cool bloom cross lighting
- r.Bloom.Cross=0.6
- ; Enable screen space global illumination. Very gpu intensive. Disable if low fps. NO LONGER WORKS WITH 2.0!
- ;r.SSGI.Enable=0
- ;r.SSGI.HalfRes=1
- ;r.SSGI.Quality=4
- - These settings will take a while to explain but you can always leave default the ones you don't need by deleting the line.
- - In general for LOD and pop in issues, you want to leave the # lod section. This makes the big difference
- - The # shadow section is one of the more heavy sections. If you're okay with shadows as it is now, remove this section.
- - For r.Shadow.FilterMethod=1, you may use 0 if you want a more "anime" shadow look. With 1, it uses a more realistic shadow casting system but the shadows are less sharp and more dithered and faded based on distance.
- - # post processing section generally increases the AA quality and other post processing effects like blur, lens flare, some lighting. This can impact performance a lot so remove it if it's not running well.
- - r.PostProcessAAQuality=5 This can be lowered to 4 if you're not using DLSS and you feel like the FPS impact is too high. You can go even lower to 3. If you lower to 1 or 2, this will use FXAA instead of TAA.
- Engine.ini (cont.) Tweaks for DLSS Settings:
- Some people may not like DLSS settings so you can turn this completely off under SystemSettings.
- Add the line:
- r.NGX.Enable=0
- r.NGX.DLSS.Quality=1
- - -2: Ultra Performance
- - -1: Performance (default)
- - 0: Balanced
- - 1: Quality
- - 2: Ultra Quality
- I recommend Quality over Ultra Quality since the performance loss is high and I don't think there's much visual difference. Quality is better than the default Performance already.
- DLSS Sharpness can be set too, ranging between -1.0 to 1.0, from soften to sharpen image.
- r.NGX.DLSS.Sharpness=0.3
- With DLSS disabled, you can now use the extra settings:
- r.ScreenPercentage=100
- You can set this below 100 to scale the internal resolution below 100%. This helps if you're having trouble reaching your desired framerates.
- If you set this above 100, it acts as supersampling. Basically 150 means 150% resolution you can display. It can help sharpen the image a lot if you have the spare GPU power.
- To adjust your anti alias, do so in the game menu between 0x - 8x.
- Enabling enhanced TAA:
- TAA requires DLSS to be disabled!
- This enables Gen 5 TAA for the game and it should be better than the default for performance and quality:
- ; Temporal AA upgrades, only works with dlss off.
- r.PostProcessAAQuality=5
- r.TemporalAA.Algorithm=1
- r.TemporalAASharpness=1
- ; Increase to reduce ghosting at cost of performance: (4, 8=default, 16, 32, 64).
- r.TemporalAASamples=16
- ; Set 1 when using r.ScreenPercentage < 100 to use TAA for better upscaling.
- ; r.TemporalAA.Upsampling=1
- ; Use to scale with TAA. Set < 100 when FPS goals not met. 80 is generally decent for higher resolution.
- ; r.ScreenPercentage=80
- You can actually combine this with r.ScreenPercentage=80 for much better FPS and the screen quality will look 99% similar to native res. It's very nice to reach the desired FPS.
- Engine.ini (cont.) Tweaks for Ultrawide monitors:
- - This prevents the game from zooming too close and chopping stuff off on really wide monitors.
- - There are some bugs I noticed for it so it might not be preferred, like the full screen UI effects scale strangely for a few abilities
- - Try it out to see if you like it. It also makes 31:9 displays workable (with the defects I mentioned above)
- [SystemSettings]
- r.MaterialQualityLevel=2
- [/Script/Engine.LocalPlayer]
- ; Maintain aspec ratio for ultrawide monitors.
- ; Enable if you have wide monitor and you feel like zoom is too close.
- AspectRatioAxisConstraint=AspectRatio_MaintainYFOV
- Engine.ini tweaks
- C:\Users\%USERNAME%\AppData\Local\Hotta\Saved\Config\WindowsNoEditor\Engine.ini
- All these tweaks go under a section called [SystemSettings]. You shouldn't have this section by default so you'll have to create it at the bottom of the file.
- [SystemSettings]
- ; post processing
- r.BlurGBuffer=-1
- r.AmbientOcclusionLevels=2
- r.AmbientOcclusionRadiusScale=1.0
- r.AmbientOcclusionMipLevelFactor=0.5
- r.DepthOfFieldQuality=3
- r.RenderTargetPoolMin=400
- r.LensFlareQuality=3
- r.SceneColorFringeQuality=1
- r.EyeAdaptationQuality=2
- r.BloomQuality=5
- r.FastBlurThreshold=7
- r.Upscale.Quality=3
- r.Tonemapper.GrainQuantization=1
- r.HighQualityLightMaps=1
- r.MotionBlurQuality=4
- r.Tonemapper.Quality=5
- r.ToneMapper.Sharpen=1
- r.ParticleLightQuality=2
- ; LOD
- r.ViewDistanceScale=40
- r.SkeletalMeshLODBias=-2
- r.MipMapLODBias=-2
- foliage.LODDistanceScale=4
- r.StaticMeshLODDistanceScale=0.25
- r.SkeletalMeshLODRadiusScale=0.25
- r.LandscapeLODBias=-2
- r.LandscapeLODDistributionScale=3
- r.LandscapeLOD0DistributionScale=3
- r.LODFadeTime=3
- r.UITextureLODBias=-2
- ; Foliage
- foliage.DensityScale=1.0
- grass.DensityScale=1.0
- foliage.DitheredLOD=5
- ; shadow
- r.ShadowQuality=5
- r.Shadow.CSM.MaxCascades=10
- r.Shadow.MaxResolution=8192
- r.Shadow.MaxCSMResolution=8192
- r.Shadow.RadiusThreshold=0.01
- r.AllowLandscapeShadows=1
- r.Shadow.DistanceScale=5
- r.ContactShadows=1
- ; FilterMethod=0 is standard style. 1 = PCSS, for more diffused softer realistic shadows. Pick based on preference.
- r.Shadow.FilterMethod=0
- r.Shadow.TexelsPerPixel=3
- r.LightMaxDrawDistanceScale=10
- ; Adds cool bloom cross lighting
- r.Bloom.Cross=0.6
- ; Enable screen space global illumination. Very gpu intensive. Disable if low fps. NO LONGER WORKS WITH 2.0!
- ;r.SSGI.Enable=0
- ;r.SSGI.HalfRes=1
- ;r.SSGI.Quality=4
- - These settings will take a while to explain but you can always leave default the ones you don't need by deleting the line.
- - In general for LOD and pop in issues, you want to leave the # lod section. This makes the big difference
- - The # shadow section is one of the more heavy sections. If you're okay with shadows as it is now, remove this section.
- - For r.Shadow.FilterMethod=1, you may use 0 if you want a more "anime" shadow look. With 1, it uses a more realistic shadow casting system but the shadows are less sharp and more dithered and faded based on distance.
- - # post processing section generally increases the AA quality and other post processing effects like blur, lens flare, some lighting. This can impact performance a lot so remove it if it's not running well.
- - r.PostProcessAAQuality=5 This can be lowered to 4 if you're not using DLSS and you feel like the FPS impact is too high. You can go even lower to 3. If you lower to 1 or 2, this will use FXAA instead of TAA.
- Engine.ini (cont.) Tweaks for DLSS Settings:
- Some people may not like DLSS settings so you can turn this completely off under SystemSettings.
- Add the line:
- r.NGX.Enable=0
- r.NGX.DLSS.Quality=1
- - -2: Ultra Performance
- - -1: Performance (default)
- - 0: Balanced
- - 1: Quality
- - 2: Ultra Quality
- I recommend Quality over Ultra Quality since the performance loss is high and I don't think there's much visual difference. Quality is better than the default Performance already.
- DLSS Sharpness can be set too, ranging between -1.0 to 1.0, from soften to sharpen image.
- r.NGX.DLSS.Sharpness=0.3
- With DLSS disabled, you can now use the extra settings:
- r.ScreenPercentage=100
- You can set this below 100 to scale the internal resolution below 100%. This helps if you're having trouble reaching your desired framerates.
- If you set this above 100, it acts as supersampling. Basically 150 means 150% resolution you can display. It can help sharpen the image a lot if you have the spare GPU power.
- To adjust your anti alias, do so in the game menu between 0x - 8x.
- Enabling enhanced TAA:
- TAA requires DLSS to be disabled!
- This enables Gen 5 TAA for the game and it should be better than the default for performance and quality:
- ; Temporal AA upgrades, only works with dlss off.
- r.PostProcessAAQuality=5
- r.TemporalAA.Algorithm=1
- r.TemporalAASharpness=1
- ; Increase to reduce ghosting at cost of performance: (4, 8=default, 16, 32, 64).
- r.TemporalAASamples=16
- ; Set 1 when using r.ScreenPercentage < 100 to use TAA for better upscaling.
- ; r.TemporalAA.Upsampling=1
- ; Use to scale with TAA. Set < 100 when FPS goals not met. 80 is generally decent for higher resolution.
- ; r.ScreenPercentage=80
- You can actually combine this with r.ScreenPercentage=80 for much better FPS and the screen quality will look 99% similar to native res. It's very nice to reach the desired FPS.
- Engine.ini (cont.) Tweaks for Ultrawide monitors:
- - This prevents the game from zooming too close and chopping stuff off on really wide monitors.
- - There are some bugs I noticed for it so it might not be preferred, like the full screen UI effects scale strangely for a few abilities
- - Try it out to see if you like it. It also makes 31:9 displays workable (with the defects I mentioned above)
- [SystemSettings]
- r.MaterialQualityLevel=2
- [/Script/Engine.LocalPlayer]
- ; Maintain aspec ratio for ultrawide monitors.
- ; Enable if you have wide monitor and you feel like zoom is too close.
- AspectRatioAxisConstraint=AspectRatio_MaintainYFOV
- Engine.ini (cont). Optimizations:
- - These are general optimizations done to the shader systems and texture streaming. This can help on high end systems that experience more stutter than it should.
- [SystemSettings]
- ; optimizations
- niagara.CreateShadersOnLoad=1
- r.CreateShadersOnLoad=1
- D3D12.PSO.DiskCache=1
- D3D12.PSO.DriverOptimizedDiskCache=1
- r.HZBOcclusion=0
- r.AllowOcclusionQueries=1
- r.Shaders.Optimize=1
- r.ShaderPipelineCache.StartupMode=3
- r.ShaderPipelineCache.Enabled=1
- r.ShaderPipelineCache.ReportPSO=1
- r.ShaderPipelineCache.GameFileMaskEnabled=0
- r.ShaderPipelineCache.LazyLoadShadersWhenPSOCacheIsPresent=1
- r.ShaderPipelineCache.BatchSize=50
- r.XGEShaderCompile=1
- r.XGEShaderCompile.Mode=1
- r.XGEShaderCompile.Xml.BatchGroupSize=256
- r.XGEShaderCompile.Xml.BatchSize=16
- r.XGEShaderCompile.Xml.JobTimeout=0.500000
- r.GPUParticle.Simulate=1
- r.GTSyncType=1
- ; might help with lag and stutter at cost of input lag
- r.OneFrameThreadLag=1
- ; Allow tearing when you have a VRR capable monitor
- r.D3D11.UseAllowTearing=1
- r.D3D12.UseAllowTearing=1
- ; Extra stutter optimizations for streaming and GC
- r.Shadow.WholeSceneShadowCacheMb=2000
- gc.TimeBetweenPurgingPendingKillObjects=900
- gc.NumRetriesBeforeForcingGC=5
- gc.MinDesiredObjectsPerSubTask=20
- s.ForceGCAfterLevelStreamedOut=0
- s.ContinuouslyIncrementalGCWhileLevelsPendingPurge=0
- r.ShaderPipelineCache.BatchTime=2
- r.ShaderPipelineCache.BackgroundBatchTime=0
- r.ShaderPipelineCache.PrecompileBatchTime=0
- s.AsyncLoadingTimeLimit=2
- s.PriorityAsyncLoadingExtraTime=1
- s.UnregisterComponentsTimeLimit=2
- s.LevelStreamingActorsUpdateTimeLimit=2
- s.PriorityLevelStreamingActorsUpdateExtraTime=1
- s.LevelStreamingComponentsUnregistrationGranularity=10
- s.LevelStreamingComponentsRegistrationGranularity=50
- r.Streaming.NumStaticComponentsProcessedPerFrame=500
- ; Enable this if you're still getting some stutter. Experimental.
- ; r.LevelStreamingDistanceScale=999999
- ; Extra optimizations for streaming
- r.Streaming.Boost=1
- r.Streaming.FullyLoadUsedTextures=1
- r.Streaming.HLODStrategy=2
- r.bForceCPUAccessToGPUSkinVerts=True
- r.Streaming.FramesForFullUpdate=2
- r.Streaming.DropMips=0
- r.Streaming.LimitPoolSizeToVRAM=0
- r.Streaming.MipBias=0
- r.Streaming.UseAllMips=1
- r.Streaming.UseMaterialData=1
- r.Streaming.UseNewMetrics=1
- r.Streaming.UsePerTextureBias=1
- r.Shaders.Optimize=1
- r.Shaders.FastMath=1
- r.UseShaderCaching=1
- r.UseShaderPredraw=1
- r.UseAsyncShaderPrecompilation=1
- r.TargetPrecompileFrameTime=13
- r.PredrawBatchTime=13
- r.AccelPredrawBatchTime=0
- r.AccelTargetPrecompileFrameTime=0
- r.Streaming.DefragDynamicBounds=1
- r.Streaming.PoolSize=8000
- r.Streaming.MaxTempMemoryAllowed=1000
Advertisement
Add Comment
Please, Sign In to add comment
Advertisement