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- [SystemSettings]
- ; Engine
- r.ShaderPipelineCache.Enabled=1
- r.ShaderPipelineCache.LogPSO=0 ; disable PSO logging (only useful during development)
- r.bForceCPUAccessToGPUSkinVerts=1 ; offloads to the processor reducing load on the video card
- r.GTSyncType=1
- r.OneFrameThreadLag=1 ; improves FPS at expense of input lag
- r.FinishCurrentFrame=0 ; don't wait for the current frame
- r.UseVSync=0 ; disable if you have variable refresh rate (VRR)
- r.D3D12.UseAllowTearing=1 ; allow tearing when you have VRR
- r.TextureStreaming=1 ; don't try to load all textures into VRAM
- r.Streaming.LimitPoolSizeToVRAM=1 ; don't try to use system memory for anything important
- ; Shadows
- r.SSGI.Enable=1 ; enables global illumination that replaces ambient occlusion and regular shadows
- r.SSGI.HalfRes=1 ; 10fps better and i can't see any difference!
- r.SSGI.Quality=4 ; (range 1 to 4) 2 is a good balance if you need more fps
- r.ShadowQuality=5 ; seems to do nothing when using SSGI
- r.DynamicShadows=1 ; seems to do nothing when using SSGI
- r.Shadow.CSM.MaxCascades=5 ; how many layers of shadows can be added
- r.Shadow.CSM.TransitionScale=2 ; blurs the cascaded shadows. without this shadow lines cut across the screen (nasty)
- r.Shadow.MaxCSMResolution=2048 ; resolution of cascade shadows. 4096 works well as well
- r.Shadow.MinResolution=512 ; default is 32
- r.Shadow.MaxResolution=2048 ; i've returned this to 2048 because lower causes flickering in rare circumstances
- r.Shadow.RadiusThreshold=0.03 ; reduces shadow flickering in some situations
- r.Shadow.DistanceScale=1 ; higher causes weird problems in some areas
- r.Shadow.Preshadows=1 ; reduces shadow pop-in
- r.Shadow.MaxNumSpotShadowCacheUpdatesPerFrame=1 ; updates shadows every frame (for smooth sun shadows moving across the world)
- r.Shadow.MaxNumPointShadowCacheUpdatesPerFrame=1 ; updates shadows every frame (for smooth sun shadows moving across the world)
- r.DynamicShadows=1 ; doesn't appear to be used with SSGI (not that i've found yet)... testing
- r.ContactShadows=1 ; this is required for plants and people shadows
- r.WLightProbesContactShadows.HalfRes=0 ; renders contact shadows at half res, saves several fps and stops some shadows from flickering, but unfortunately makes grass blurry
- r.AllowLandscapeShadows=1 ; required for landscape self-shadowing
- ; LoD and Textures
- r.MaxAnisotropy=16 ; i can't see much difference between 8 and 16 in this game
- r.VT.MaxAnisotropy=4 ; default is 8 but lowering slightly seems to reduce noticable texture tiling (while still looking good)
- r.ViewDistanceScale=5 ; higher doesn't seem to make any difference
- r.LODFadeTime=3 ; default is 0.25s causes sudden pop-ins on the few remaining pop-ins. increasing makes things fade in smoothly
- r.Shadow.FadeExponent=3 ; default is 0.25s causes sudden pop-ins on the few remaining pop-ins. increasing makes things fade in smoothly
- r.Decal.FadeDurationScale=3 ; default is 0.25s causes sudden pop-ins on the few remaining pop-ins. increasing makes things fade in smoothly
- r.AOViewFadeDistanceScale=3 ; default is 0.25s causes sudden pop-ins on the few remaining pop-ins. increasing makes things fade in smoothly
- r.LightMaxDrawDistanceScale=5 ; increase draw distance of light cast by light sources. 5 is max
- r.MaterialQualityLevel=3 ; enables layering of textures
- r.DetailMode=2 ; increases details of textures/texture layering
- ; Environment
- r.VolumetricFog=1
- r.VolumetricFog.DepthDistributionScale=32 ; effectively the size of discreet bits of fog
- r.VolumetricFog.InjectShadowedLightsSeparately=1 ; this enables shadows to interrupt fog which looks amazing
- r.VolumetricFog.HistoryWeight=0.97 ; stops fog flickering and makes it move smoothly like real fog, smoke, and dust
- r.VolumetricFog.TemporalReprojection=1 ; testing
- foliage.LODDistanceScale=10 ; foliage visibility range. max is 5
- grass.DensityScale=1.4 ; slightly increase grass density (default 1.25)
- ; Reflections
- r.ReflectionCaptureResolution=512 ; default is 128. this makes a big quality improvement with little fps difference. 1024 is nice too
- r.Reflections.Denoiser=0 ; disabling because i can't see a difference
- r.SSR.Quality=4 ; higher quality improves shadows on reflections significantly
- r.SSR.Temporal=0 ; all except one lake looks better with this off
- r.SSR.MaxRoughness=-1 ; balance of screenspace reflection graininess vs detail
- r.TranslucencyVolumeBlur=1
- r.Water.SingleLayer.SSRTAA=1 ; more ralistic water
- r.RefractionQuality=2 ; i can't see a difference between 3 and 2 so left it at 2
- ; Subsurface Scattering on Skin
- r.SSS.Scale=3 ; intensity of screenspace subsurface scattering for skin on characters. 0 is off >1 is accepted
- 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
- r.SSS.HalfRes=1 ; render screenspace subsurface scattering on characters at half-res. minimal fps difference so left on
- r.SSS.Filter=0 ; disabling because i can't see a difference during cut scenes
- ; Lighting
- r.ParticleLightQuality=2
- r.EyeAdaptationQuality=2 ; not a huge difference in fps but nicer quality
- r.EyeAdaptation.ExponentialTransitionDistance=6 ; how long it takes your eyes to adapt (range 0-10)
- ; Post Processing
- r.PostProcessAAQuality=4 ; set to 0 if using DLAA and DLSS. this DOES make all textures a little blurrier
- r.DepthOfFieldQuality=4 ; 5 is max but is a bit "too much"
- r.BloomQuality=5 ; generally improves tone rendering. 5 is a bit too crazy bloom
- r.Tonemapper.GrainQuantization=1 ; film-grain (which is subtle in this engine). 0 to disable
- r.DefaultFeature.AmbientOcclusion=0 ; not used with SSGI but still costs fps, so disabling. this does not disable ray traced AO
- r.AmbientOcclusionLevels=2 ; makes windows and lights look nicer (somehow works with ambient occlusion off!)
- r.AmbientOcclusion.Method=5 ; makes windows and lights look nicer (somehow works with ambient occlusion off!)
- r.SkylightIntensityMultiplier=0.7 ; adjusts the light at ground level due to sky / time of day. fixes SUPER bright sun
- [/Script/Engine.StreamingSettings]
- r.Streaming.Boost=1 ; global boost affecting the "wanted" resolution of textures
- r.Streaming.MinMipForSplitRequest=1 ; prioritises loading visible mips over non-visible
- [/Script/Engine.RendererSettings]
- r.RayTracing.AmbientOcclusion.Intensity=1.3 ; darkens the shadows cas by RT AO
- r.RayTracing.Reflections.DirectLighting=0 ; disables reflections directly from light sources, which have the most problems and often look out of place
- r.RayTracing.Reflections.MaxRayDistance=2000 ; stops considering reflections after the ray has traveled this distance
- r.RayTracing.Reflections.ScreenPercentage=51 ; downscales the screen for the RT reflections, slightly off a multiple to help add diffusion/blur
- r.RayTracing.Reflections.SamplesPerPixel=1 ; how many reflection samples to consider per pixel. no difference between 1 and higher
- 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
- r.RayTracing.Reflections.MaxBounces=1 ; how many times a ray can bounce off objects
- r.RayTracing.Reflections.Shadows=0 ; don't try and reflect shadows, saves fps
- r.RayTracing.Reflections.HeightFog=1 ; put a maximum height cap on RT. can help fps
- r.Reflections.Denoiser=2 ; options are 1 or 2, but 100 seems to help in a lot of situations. pretty broken in this game
- r.RayTracing.Reflections.Hybrid=1 ; blends RT reflections with screenspace reflections, which tends to yield a better result (imo)
- ; Colour System
- r.LightFunctionQuality=3
- r.HighQualityLightMaps=1
- r.SceneColorFormat=2 ; above 2 makes no discernable difference
- r.Color.Min=0.00 ; represents 'black'
- r.Color.Mid=0.80 ; change the default colour curve (default is 0.5 i think)
- r.Color.Max=1.05 ; chahnge 'white' to give better colour range. 1.1 works well as well
- r.TonemapperGamma=1.30 ; increase gamma so everything has more contrast and more cohesive
- 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
- r.TonemapperFilm=1 ; enable more accurate (filmic) colour gradients
- r.Tonemapper.Quality=2 ; 2 is much more integrated exposures between objects
- ; Features Enable/Disable
- r.MotionBlurQuality=0 ; 0 disables motion blur
- r.DisableDistortion=0 ; used for spell distortion. however, disabling saves a full screen buffer (which is a lot of memory at high res)
- r.DefaultFeature.LensFlare=0 ; disables lens flare (i don't think it's used anyway)
- r.LensFlareQuality=0 ; as above
- r.SceneColorFringeQuality=0 ; disables chromatic aberration
- r.Fog=1 ; set to 0 to disable all fog
- [ConsoleVariables]
- AllowAsyncRenderThreadUpdates=1
- AllowAsyncRenderThreadUpdatesDuringGamethreadUpdates=1
- AllowAsyncRenderThreadUpdatesEditor=1
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