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kenshinakh

Notes

Jun 14th, 2023 (edited)
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  1. GameUserSettings.ini tweaks
  2. Note: Game must be closed before any updates can be done.
  3. Location:
  4. C:\Users\%USERNAME%\AppData\Local\Hotta\Saved\Config\WindowsNoEditor\GameUserSettings.ini
  5. Custom Resolutions
  6. - 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).
  7. - Size is in pixels
  8. - You may not have these settings yet if you have not set a resolution in game and exited.
  9. ResolutionSizeX=3840
  10. ResolutionSizeY=1440
  11. LastUserConfirmedResolutionSizeX=3840
  12. LastUserConfirmedResolutionSizeY=1440
  13. Scalability Groups
  14. - 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.
  15. - sg.ResolutionQuality can be lowered between 0-100. 100 being the default resolution, and any lower should scale the resolution down.
  16. [ScalabilityGroups]
  17. sg.ResolutionQuality=100.000000
  18. sg.ViewDistanceQuality=4
  19. sg.AntiAliasingQuality=4
  20. sg.ShadowQuality=4
  21. sg.PostProcessQuality=4
  22. sg.TextureQuality=4
  23. sg.EffectsQuality=4
  24. sg.FoliageQuality=4
  25. sg.ShadingQuality=4
  26. sg.GraphicQuality=4
  27. Frame Rate Limit
  28. - Lets you set the frame rate beyond what is allowed ingame.
  29. FrameRateLimit=120.000000
  30. Engine.ini tweaks
  31. C:\Users\%USERNAME%\AppData\Local\Hotta\Saved\Config\WindowsNoEditor\Engine.ini
  32. 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.
  33.  
  34.  
  35. Custom Resolutions
  36. - 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).
  37. - Size is in pixels
  38. - You may not have these settings yet if you have not set a resolution in game and exited.
  39. ResolutionSizeX=3840
  40. ResolutionSizeY=1440
  41. LastUserConfirmedResolutionSizeX=3840
  42. LastUserConfirmedResolutionSizeY=1440
  43. Scalability Groups
  44. - 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.
  45. - sg.ResolutionQuality can be lowered between 0-100. 100 being the default resolution, and any lower should scale the resolution down.
  46. [ScalabilityGroups]
  47. sg.ResolutionQuality=100.000000
  48. sg.ViewDistanceQuality=4
  49. sg.AntiAliasingQuality=4
  50. sg.ShadowQuality=4
  51. sg.PostProcessQuality=4
  52. sg.TextureQuality=4
  53. sg.EffectsQuality=4
  54. sg.FoliageQuality=4
  55. sg.ShadingQuality=4
  56. sg.GraphicQuality=4
  57. Frame Rate Limit
  58. - Lets you set the frame rate beyond what is allowed ingame.
  59. FrameRateLimit=120.000000
  60. Engine.ini tweaks
  61. C:\Users\%USERNAME%\AppData\Local\Hotta\Saved\Config\WindowsNoEditor\Engine.ini
  62. 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.
  63. [SystemSettings]
  64. ; post processing
  65. r.BlurGBuffer=-1
  66. r.AmbientOcclusionLevels=2
  67. r.AmbientOcclusionRadiusScale=1.0
  68. r.AmbientOcclusionMipLevelFactor=0.5
  69. r.DepthOfFieldQuality=3
  70. r.RenderTargetPoolMin=400
  71. r.LensFlareQuality=3
  72. r.SceneColorFringeQuality=1
  73. r.EyeAdaptationQuality=2
  74. r.BloomQuality=5
  75. r.FastBlurThreshold=7
  76. r.Upscale.Quality=3
  77. r.Tonemapper.GrainQuantization=1
  78. r.HighQualityLightMaps=1
  79. r.MotionBlurQuality=4
  80. r.Tonemapper.Quality=5
  81. r.ToneMapper.Sharpen=1
  82. r.ParticleLightQuality=2
  83.  
  84. ; LOD
  85. r.ViewDistanceScale=40
  86. r.SkeletalMeshLODBias=-2
  87. r.MipMapLODBias=-2
  88. foliage.LODDistanceScale=4
  89. r.StaticMeshLODDistanceScale=0.25
  90. r.SkeletalMeshLODRadiusScale=0.25
  91. r.LandscapeLODBias=-2
  92. r.LandscapeLODDistributionScale=3
  93. r.LandscapeLOD0DistributionScale=3
  94. r.LODFadeTime=3
  95. r.UITextureLODBias=-2
  96.  
  97. ; Foliage
  98. foliage.DensityScale=1.0
  99. grass.DensityScale=1.0
  100. foliage.DitheredLOD=5
  101.  
  102. ; shadow
  103. r.ShadowQuality=5
  104. r.Shadow.CSM.MaxCascades=10
  105. r.Shadow.MaxResolution=8192
  106. r.Shadow.MaxCSMResolution=8192
  107. r.Shadow.RadiusThreshold=0.01
  108. r.AllowLandscapeShadows=1
  109. r.Shadow.DistanceScale=5
  110. r.ContactShadows=1
  111. ; FilterMethod=0 is standard style. 1 = PCSS, for more diffused softer realistic shadows. Pick based on preference.
  112. r.Shadow.FilterMethod=0
  113. r.Shadow.TexelsPerPixel=3
  114. r.LightMaxDrawDistanceScale=10
  115.  
  116. ; Adds cool bloom cross lighting
  117. r.Bloom.Cross=0.6
  118.  
  119. ; Enable screen space global illumination. Very gpu intensive. Disable if low fps. NO LONGER WORKS WITH 2.0!
  120. ;r.SSGI.Enable=0
  121. ;r.SSGI.HalfRes=1
  122. ;r.SSGI.Quality=4
  123. - These settings will take a while to explain but you can always leave default the ones you don't need by deleting the line.
  124. - In general for LOD and pop in issues, you want to leave the # lod section. This makes the big difference
  125. - The # shadow section is one of the more heavy sections. If you're okay with shadows as it is now, remove this section.
  126. - 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.
  127. - # 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.
  128. - 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.
  129. Engine.ini (cont.) Tweaks for DLSS Settings:
  130. Some people may not like DLSS settings so you can turn this completely off under SystemSettings.
  131. Add the line:
  132. r.NGX.Enable=0
  133. r.NGX.DLSS.Quality=1
  134. - -2: Ultra Performance
  135. - -1: Performance (default)
  136. - 0: Balanced
  137. - 1: Quality
  138. - 2: Ultra Quality
  139. 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.
  140. DLSS Sharpness can be set too, ranging between -1.0 to 1.0, from soften to sharpen image.
  141. r.NGX.DLSS.Sharpness=0.3
  142. With DLSS disabled, you can now use the extra settings:
  143. r.ScreenPercentage=100
  144. You can set this below 100 to scale the internal resolution below 100%. This helps if you're having trouble reaching your desired framerates.
  145. 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.
  146. To adjust your anti alias, do so in the game menu between 0x - 8x.
  147. Enabling enhanced TAA:
  148. TAA requires DLSS to be disabled!
  149. This enables Gen 5 TAA for the game and it should be better than the default for performance and quality:
  150. ; Temporal AA upgrades, only works with dlss off.
  151. r.PostProcessAAQuality=5
  152. r.TemporalAA.Algorithm=1
  153. r.TemporalAASharpness=1
  154. ; Increase to reduce ghosting at cost of performance: (4, 8=default, 16, 32, 64).
  155. r.TemporalAASamples=16
  156. ; Set 1 when using r.ScreenPercentage < 100 to use TAA for better upscaling.
  157. ; r.TemporalAA.Upsampling=1
  158. ; Use to scale with TAA. Set < 100 when FPS goals not met. 80 is generally decent for higher resolution.
  159. ; r.ScreenPercentage=80
  160. 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.
  161. Engine.ini (cont.) Tweaks for Ultrawide monitors:
  162. - This prevents the game from zooming too close and chopping stuff off on really wide monitors.
  163. - 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
  164. - Try it out to see if you like it. It also makes 31:9 displays workable (with the defects I mentioned above)
  165. [SystemSettings]
  166. r.MaterialQualityLevel=2
  167.  
  168. [/Script/Engine.LocalPlayer]
  169. ; Maintain aspec ratio for ultrawide monitors.
  170. ; Enable if you have wide monitor and you feel like zoom is too close.
  171. AspectRatioAxisConstraint=AspectRatio_MaintainYFOV
  172.  
  173.  
  174. Engine.ini tweaks
  175. C:\Users\%USERNAME%\AppData\Local\Hotta\Saved\Config\WindowsNoEditor\Engine.ini
  176. 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.
  177. [SystemSettings]
  178. ; post processing
  179. r.BlurGBuffer=-1
  180. r.AmbientOcclusionLevels=2
  181. r.AmbientOcclusionRadiusScale=1.0
  182. r.AmbientOcclusionMipLevelFactor=0.5
  183. r.DepthOfFieldQuality=3
  184. r.RenderTargetPoolMin=400
  185. r.LensFlareQuality=3
  186. r.SceneColorFringeQuality=1
  187. r.EyeAdaptationQuality=2
  188. r.BloomQuality=5
  189. r.FastBlurThreshold=7
  190. r.Upscale.Quality=3
  191. r.Tonemapper.GrainQuantization=1
  192. r.HighQualityLightMaps=1
  193. r.MotionBlurQuality=4
  194. r.Tonemapper.Quality=5
  195. r.ToneMapper.Sharpen=1
  196. r.ParticleLightQuality=2
  197.  
  198. ; LOD
  199. r.ViewDistanceScale=40
  200. r.SkeletalMeshLODBias=-2
  201. r.MipMapLODBias=-2
  202. foliage.LODDistanceScale=4
  203. r.StaticMeshLODDistanceScale=0.25
  204. r.SkeletalMeshLODRadiusScale=0.25
  205. r.LandscapeLODBias=-2
  206. r.LandscapeLODDistributionScale=3
  207. r.LandscapeLOD0DistributionScale=3
  208. r.LODFadeTime=3
  209. r.UITextureLODBias=-2
  210.  
  211. ; Foliage
  212. foliage.DensityScale=1.0
  213. grass.DensityScale=1.0
  214. foliage.DitheredLOD=5
  215.  
  216. ; shadow
  217. r.ShadowQuality=5
  218. r.Shadow.CSM.MaxCascades=10
  219. r.Shadow.MaxResolution=8192
  220. r.Shadow.MaxCSMResolution=8192
  221. r.Shadow.RadiusThreshold=0.01
  222. r.AllowLandscapeShadows=1
  223. r.Shadow.DistanceScale=5
  224. r.ContactShadows=1
  225. ; FilterMethod=0 is standard style. 1 = PCSS, for more diffused softer realistic shadows. Pick based on preference.
  226. r.Shadow.FilterMethod=0
  227. r.Shadow.TexelsPerPixel=3
  228. r.LightMaxDrawDistanceScale=10
  229.  
  230. ; Adds cool bloom cross lighting
  231. r.Bloom.Cross=0.6
  232.  
  233. ; Enable screen space global illumination. Very gpu intensive. Disable if low fps. NO LONGER WORKS WITH 2.0!
  234. ;r.SSGI.Enable=0
  235. ;r.SSGI.HalfRes=1
  236. ;r.SSGI.Quality=4
  237. - These settings will take a while to explain but you can always leave default the ones you don't need by deleting the line.
  238. - In general for LOD and pop in issues, you want to leave the # lod section. This makes the big difference
  239. - The # shadow section is one of the more heavy sections. If you're okay with shadows as it is now, remove this section.
  240. - 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.
  241. - # 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.
  242. - 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.
  243. Engine.ini (cont.) Tweaks for DLSS Settings:
  244. Some people may not like DLSS settings so you can turn this completely off under SystemSettings.
  245. Add the line:
  246. r.NGX.Enable=0
  247. r.NGX.DLSS.Quality=1
  248. - -2: Ultra Performance
  249. - -1: Performance (default)
  250. - 0: Balanced
  251. - 1: Quality
  252. - 2: Ultra Quality
  253. 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.
  254. DLSS Sharpness can be set too, ranging between -1.0 to 1.0, from soften to sharpen image.
  255. r.NGX.DLSS.Sharpness=0.3
  256. With DLSS disabled, you can now use the extra settings:
  257. r.ScreenPercentage=100
  258. You can set this below 100 to scale the internal resolution below 100%. This helps if you're having trouble reaching your desired framerates.
  259. 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.
  260. To adjust your anti alias, do so in the game menu between 0x - 8x.
  261. Enabling enhanced TAA:
  262. TAA requires DLSS to be disabled!
  263. This enables Gen 5 TAA for the game and it should be better than the default for performance and quality:
  264. ; Temporal AA upgrades, only works with dlss off.
  265. r.PostProcessAAQuality=5
  266. r.TemporalAA.Algorithm=1
  267. r.TemporalAASharpness=1
  268. ; Increase to reduce ghosting at cost of performance: (4, 8=default, 16, 32, 64).
  269. r.TemporalAASamples=16
  270. ; Set 1 when using r.ScreenPercentage < 100 to use TAA for better upscaling.
  271. ; r.TemporalAA.Upsampling=1
  272. ; Use to scale with TAA. Set < 100 when FPS goals not met. 80 is generally decent for higher resolution.
  273. ; r.ScreenPercentage=80
  274. 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.
  275. Engine.ini (cont.) Tweaks for Ultrawide monitors:
  276. - This prevents the game from zooming too close and chopping stuff off on really wide monitors.
  277. - 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
  278. - Try it out to see if you like it. It also makes 31:9 displays workable (with the defects I mentioned above)
  279. [SystemSettings]
  280. r.MaterialQualityLevel=2
  281.  
  282. [/Script/Engine.LocalPlayer]
  283. ; Maintain aspec ratio for ultrawide monitors.
  284. ; Enable if you have wide monitor and you feel like zoom is too close.
  285. AspectRatioAxisConstraint=AspectRatio_MaintainYFOV
  286. Engine.ini (cont). Optimizations:
  287. - 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.
  288. [SystemSettings]
  289.  
  290. ; optimizations
  291. niagara.CreateShadersOnLoad=1
  292. r.CreateShadersOnLoad=1
  293. D3D12.PSO.DiskCache=1
  294. D3D12.PSO.DriverOptimizedDiskCache=1
  295. r.HZBOcclusion=0
  296. r.AllowOcclusionQueries=1
  297. r.Shaders.Optimize=1
  298. r.ShaderPipelineCache.StartupMode=3
  299. r.ShaderPipelineCache.Enabled=1
  300. r.ShaderPipelineCache.ReportPSO=1
  301. r.ShaderPipelineCache.GameFileMaskEnabled=0
  302. r.ShaderPipelineCache.LazyLoadShadersWhenPSOCacheIsPresent=1
  303. r.ShaderPipelineCache.BatchSize=50
  304. r.XGEShaderCompile=1
  305. r.XGEShaderCompile.Mode=1
  306. r.XGEShaderCompile.Xml.BatchGroupSize=256
  307. r.XGEShaderCompile.Xml.BatchSize=16
  308. r.XGEShaderCompile.Xml.JobTimeout=0.500000
  309. r.GPUParticle.Simulate=1
  310. r.GTSyncType=1
  311.  
  312. ; might help with lag and stutter at cost of input lag
  313. r.OneFrameThreadLag=1
  314.  
  315. ; Allow tearing when you have a VRR capable monitor
  316. r.D3D11.UseAllowTearing=1
  317. r.D3D12.UseAllowTearing=1
  318.  
  319. ; Extra stutter optimizations for streaming and GC
  320. r.Shadow.WholeSceneShadowCacheMb=2000
  321. gc.TimeBetweenPurgingPendingKillObjects=900
  322. gc.NumRetriesBeforeForcingGC=5
  323. gc.MinDesiredObjectsPerSubTask=20
  324. s.ForceGCAfterLevelStreamedOut=0
  325. s.ContinuouslyIncrementalGCWhileLevelsPendingPurge=0
  326. r.ShaderPipelineCache.BatchTime=2
  327. r.ShaderPipelineCache.BackgroundBatchTime=0
  328. r.ShaderPipelineCache.PrecompileBatchTime=0
  329. s.AsyncLoadingTimeLimit=2
  330. s.PriorityAsyncLoadingExtraTime=1
  331. s.UnregisterComponentsTimeLimit=2
  332. s.LevelStreamingActorsUpdateTimeLimit=2
  333. s.PriorityLevelStreamingActorsUpdateExtraTime=1
  334. s.LevelStreamingComponentsUnregistrationGranularity=10
  335. s.LevelStreamingComponentsRegistrationGranularity=50
  336. r.Streaming.NumStaticComponentsProcessedPerFrame=500
  337.  
  338. ; Enable this if you're still getting some stutter. Experimental.
  339. ; r.LevelStreamingDistanceScale=999999
  340.  
  341. ; Extra optimizations for streaming
  342. r.Streaming.Boost=1
  343. r.Streaming.FullyLoadUsedTextures=1
  344. r.Streaming.HLODStrategy=2
  345. r.bForceCPUAccessToGPUSkinVerts=True
  346. r.Streaming.FramesForFullUpdate=2
  347. r.Streaming.DropMips=0
  348. r.Streaming.LimitPoolSizeToVRAM=0
  349. r.Streaming.MipBias=0
  350. r.Streaming.UseAllMips=1
  351. r.Streaming.UseMaterialData=1
  352. r.Streaming.UseNewMetrics=1
  353. r.Streaming.UsePerTextureBias=1
  354. r.Shaders.Optimize=1
  355. r.Shaders.FastMath=1
  356. r.UseShaderCaching=1
  357. r.UseShaderPredraw=1
  358. r.UseAsyncShaderPrecompilation=1
  359. r.TargetPrecompileFrameTime=13
  360. r.PredrawBatchTime=13
  361. r.AccelPredrawBatchTime=0
  362. r.AccelTargetPrecompileFrameTime=0
  363. r.Streaming.DefragDynamicBounds=1
  364. r.Streaming.PoolSize=8000
  365. r.Streaming.MaxTempMemoryAllowed=1000
  366.  
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