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Arpadiam

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Jun 15th, 2023
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  1. [SystemSettings]
  2.  
  3. ; Engine
  4.  
  5. r.ShaderPipelineCache.Enabled=1
  6. r.ShaderPipelineCache.LogPSO=0 ; disable PSO logging (only useful during development)
  7. r.bForceCPUAccessToGPUSkinVerts=1 ; offloads to the processor reducing load on the video card
  8. r.GTSyncType=1
  9. r.OneFrameThreadLag=1 ; improves FPS at expense of input lag
  10. r.FinishCurrentFrame=0 ; don't wait for the current frame
  11. r.UseVSync=0 ; disable if you have variable refresh rate (VRR)
  12. r.D3D12.UseAllowTearing=1 ; allow tearing when you have VRR
  13. r.TextureStreaming=1 ; don't try to load all textures into VRAM
  14. r.Streaming.LimitPoolSizeToVRAM=1 ; don't try to use system memory for anything important
  15.  
  16. ; Shadows
  17.  
  18. r.SSGI.Enable=1 ; enables global illumination that replaces ambient occlusion and regular shadows
  19. r.SSGI.HalfRes=1 ; 10fps better and i can't see any difference!
  20. r.SSGI.Quality=4 ; (range 1 to 4) 2 is a good balance if you need more fps
  21. r.ShadowQuality=5 ; seems to do nothing when using SSGI
  22. r.DynamicShadows=1 ; seems to do nothing when using SSGI
  23. r.Shadow.CSM.MaxCascades=5 ; how many layers of shadows can be added
  24. r.Shadow.CSM.TransitionScale=2 ; blurs the cascaded shadows. without this shadow lines cut across the screen (nasty)
  25. r.Shadow.MaxCSMResolution=2048 ; resolution of cascade shadows. 4096 works well as well
  26. r.Shadow.MinResolution=512 ; default is 32
  27. r.Shadow.MaxResolution=2048 ; i've returned this to 2048 because lower causes flickering in rare circumstances
  28. r.Shadow.RadiusThreshold=0.03 ; reduces shadow flickering in some situations
  29. r.Shadow.DistanceScale=1 ; higher causes weird problems in some areas
  30. r.Shadow.Preshadows=1 ; reduces shadow pop-in
  31. r.Shadow.MaxNumSpotShadowCacheUpdatesPerFrame=1 ; updates shadows every frame (for smooth sun shadows moving across the world)
  32. r.Shadow.MaxNumPointShadowCacheUpdatesPerFrame=1 ; updates shadows every frame (for smooth sun shadows moving across the world)
  33. r.DynamicShadows=1 ; doesn't appear to be used with SSGI (not that i've found yet)... testing
  34. r.ContactShadows=1 ; this is required for plants and people shadows
  35. r.WLightProbesContactShadows.HalfRes=0 ; renders contact shadows at half res, saves several fps and stops some shadows from flickering, but unfortunately makes grass blurry
  36. r.AllowLandscapeShadows=1 ; required for landscape self-shadowing
  37.  
  38. ; LoD and Textures
  39.  
  40. r.MaxAnisotropy=16 ; i can't see much difference between 8 and 16 in this game
  41. r.VT.MaxAnisotropy=4 ; default is 8 but lowering slightly seems to reduce noticable texture tiling (while still looking good)
  42. r.ViewDistanceScale=5 ; higher doesn't seem to make any difference
  43. r.LODFadeTime=3 ; default is 0.25s causes sudden pop-ins on the few remaining pop-ins. increasing makes things fade in smoothly
  44. r.Shadow.FadeExponent=3 ; default is 0.25s causes sudden pop-ins on the few remaining pop-ins. increasing makes things fade in smoothly
  45. r.Decal.FadeDurationScale=3 ; default is 0.25s causes sudden pop-ins on the few remaining pop-ins. increasing makes things fade in smoothly
  46. r.AOViewFadeDistanceScale=3 ; default is 0.25s causes sudden pop-ins on the few remaining pop-ins. increasing makes things fade in smoothly
  47. r.LightMaxDrawDistanceScale=5 ; increase draw distance of light cast by light sources. 5 is max
  48. r.MaterialQualityLevel=3 ; enables layering of textures
  49. r.DetailMode=2 ; increases details of textures/texture layering
  50.  
  51. ; Environment
  52.  
  53. r.VolumetricFog=1
  54. r.VolumetricFog.DepthDistributionScale=32 ; effectively the size of discreet bits of fog
  55. r.VolumetricFog.InjectShadowedLightsSeparately=1 ; this enables shadows to interrupt fog which looks amazing
  56. r.VolumetricFog.HistoryWeight=0.97 ; stops fog flickering and makes it move smoothly like real fog, smoke, and dust
  57. r.VolumetricFog.TemporalReprojection=1 ; testing
  58. foliage.LODDistanceScale=10 ; foliage visibility range. max is 5
  59. grass.DensityScale=1.4 ; slightly increase grass density (default 1.25)
  60.  
  61. ; Reflections
  62.  
  63. r.ReflectionCaptureResolution=512 ; default is 128. this makes a big quality improvement with little fps difference. 1024 is nice too
  64. r.Reflections.Denoiser=0 ; disabling because i can't see a difference
  65. r.SSR.Quality=4 ; higher quality improves shadows on reflections significantly
  66. r.SSR.Temporal=0 ; all except one lake looks better with this off
  67. r.SSR.MaxRoughness=-1 ; balance of screenspace reflection graininess vs detail
  68. r.TranslucencyVolumeBlur=1
  69. r.Water.SingleLayer.SSRTAA=1 ; more ralistic water
  70. r.RefractionQuality=2 ; i can't see a difference between 3 and 2 so left it at 2
  71.  
  72. ; Subsurface Scattering on Skin
  73.  
  74. r.SSS.Scale=3 ; intensity of screenspace subsurface scattering for skin on characters. 0 is off >1 is accepted
  75. r.SSS.Checkerboard=1 ; uses half the pixels to calculate SS. looks terrible if this is turned off, i think when set to 0 it's broken
  76. r.SSS.HalfRes=1 ; render screenspace subsurface scattering on characters at half-res. minimal fps difference so left on
  77. r.SSS.Filter=0 ; disabling because i can't see a difference during cut scenes
  78.  
  79. ; Lighting
  80.  
  81. r.ParticleLightQuality=2
  82. r.EyeAdaptationQuality=2 ; not a huge difference in fps but nicer quality
  83. r.EyeAdaptation.ExponentialTransitionDistance=6 ; how long it takes your eyes to adapt (range 0-10)
  84.  
  85. ; Post Processing
  86.  
  87. r.PostProcessAAQuality=4 ; set to 0 if using DLAA and DLSS. this DOES make all textures a little blurrier
  88. r.DepthOfFieldQuality=4 ; 5 is max but is a bit "too much"
  89. r.BloomQuality=5 ; generally improves tone rendering. 5 is a bit too crazy bloom
  90. r.Tonemapper.GrainQuantization=1 ; film-grain (which is subtle in this engine). 0 to disable
  91. r.DefaultFeature.AmbientOcclusion=0 ; not used with SSGI but still costs fps, so disabling. this does not disable ray traced AO
  92. r.AmbientOcclusionLevels=2 ; makes windows and lights look nicer (somehow works with ambient occlusion off!)
  93. r.AmbientOcclusion.Method=5 ; makes windows and lights look nicer (somehow works with ambient occlusion off!)
  94. r.SkylightIntensityMultiplier=0.7 ; adjusts the light at ground level due to sky / time of day. fixes SUPER bright sun
  95.  
  96. [/Script/Engine.StreamingSettings]
  97. r.Streaming.Boost=1 ; global boost affecting the "wanted" resolution of textures
  98. r.Streaming.MinMipForSplitRequest=1 ; prioritises loading visible mips over non-visible
  99.  
  100. [/Script/Engine.RendererSettings]
  101. r.RayTracing.AmbientOcclusion.Intensity=1.3 ; darkens the shadows cas by RT AO
  102. r.RayTracing.Reflections.DirectLighting=0 ; disables reflections directly from light sources, which have the most problems and often look out of place
  103. r.RayTracing.Reflections.MaxRayDistance=2000 ; stops considering reflections after the ray has traveled this distance
  104. r.RayTracing.Reflections.ScreenPercentage=51 ; downscales the screen for the RT reflections, slightly off a multiple to help add diffusion/blur
  105. r.RayTracing.Reflections.SamplesPerPixel=1 ; how many reflection samples to consider per pixel. no difference between 1 and higher
  106. r.RayTracing.Reflections.MaxRoughness=0.6 ; how shiny everything looks. 0.3 less things will have reflection, 0.6 is default, 0.8 is nice but too shiny
  107. r.RayTracing.Reflections.MaxBounces=1 ; how many times a ray can bounce off objects
  108. r.RayTracing.Reflections.Shadows=0 ; don't try and reflect shadows, saves fps
  109. r.RayTracing.Reflections.HeightFog=1 ; put a maximum height cap on RT. can help fps
  110. r.Reflections.Denoiser=2 ; options are 1 or 2, but 100 seems to help in a lot of situations. pretty broken in this game
  111. r.RayTracing.Reflections.Hybrid=1 ; blends RT reflections with screenspace reflections, which tends to yield a better result (imo)
  112.  
  113. ; Colour System
  114.  
  115. r.LightFunctionQuality=3
  116. r.HighQualityLightMaps=1
  117. r.SceneColorFormat=2 ; above 2 makes no discernable difference
  118. r.Color.Min=0.00 ; represents 'black'
  119. r.Color.Mid=0.80 ; change the default colour curve (default is 0.5 i think)
  120. r.Color.Max=1.05 ; chahnge 'white' to give better colour range. 1.1 works well as well
  121. r.TonemapperGamma=1.30 ; increase gamma so everything has more contrast and more cohesive
  122. r.Tonemapper.Sharpen=2.4 ; sharpens image. (you won't need DLSS/FSR2.0 sharpening.) with RT enabled, increasing this to 2.0 to 2.8 works well
  123. r.TonemapperFilm=1 ; enable more accurate (filmic) colour gradients
  124. r.Tonemapper.Quality=2 ; 2 is much more integrated exposures between objects
  125.  
  126. ; Features Enable/Disable
  127.  
  128. r.MotionBlurQuality=0 ; 0 disables motion blur
  129. r.DisableDistortion=0 ; used for spell distortion. however, disabling saves a full screen buffer (which is a lot of memory at high res)
  130. r.DefaultFeature.LensFlare=0 ; disables lens flare (i don't think it's used anyway)
  131. r.LensFlareQuality=0 ; as above
  132. r.SceneColorFringeQuality=0 ; disables chromatic aberration
  133. r.Fog=1 ; set to 0 to disable all fog
  134.  
  135. [ConsoleVariables]
  136. AllowAsyncRenderThreadUpdates=1
  137. AllowAsyncRenderThreadUpdatesDuringGamethreadUpdates=1
  138. AllowAsyncRenderThreadUpdatesEditor=1
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