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- ; Paste under Engine.ini after last line
- ; Settings for Ultra High Quality Mode for 16G VRAM
- [SystemSettings]
- ; post processing
- r.BlurGBuffer=-1
- r.AmbientOcclusionLevels=2
- ;r.AmbientOcclusionRadiusScale=1
- ;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.MotionBlurQuality=4
- r.Tonemapper.Quality=5
- r.ToneMapper.Sharpen=0.3
- r.TonemapperFilm=1
- r.Tonemapper.GrainQuantization=1
- r.DefaultFeature.AmbientOcclusion=1
- r.DefaultFeature.AmbientOcclusionStaticFraction=1
- r.DefaultFeature.LensFlare=1
- r.ParticleLightQuality=2
- r.LightFunctionQuality=3
- r.HighQualityLightMaps=1
- r.DefaultFeature.AmbientOcclusion=1
- r.DefaultFeature.AmbientOcclusionStaticFraction=1
- ; Volumetric fog
- r.VolumetricFog=1
- r.VolumetricFog.DepthDistributionScale=32.000000
- r.VolumetricFog.GridDivisor=120
- r.VolumetricFog.GridPixelSize=16
- r.VolumetricFog.GridSizeZ=96
- r.VolumetricFog.HistoryMissSupersampleCount=1
- r.VolumetricFog.HistoryWeight=0.900000
- r.VolumetricFog.InjectShadowedLightsSeparately=1
- r.VolumetricFog.InverseSquaredLightDistanceBiasScale=1.000000
- r.VolumetricFog.Jitter=1
- r.VolumetricFog.LightFunctionSupersampleScale=2.000000
- r.VolumetricFog.TemporalReprojection=1
- r.VolumetricFog.VoxelizationShowOnlyPassIndex=-1
- r.VolumetricFog.VoxelizationSlicesPerGSPass=8
- r.VolumetricLightmap.VisualizationMinScreenFraction=0.001000
- r.VolumetricLightmap.VisualizationRadiusScale=0.010000
- ; LOD
- r.ViewDistanceScale=1000
- r.SkeletalMeshLODBias=-1
- r.MipMapLODBias=-1
- r.StaticMeshLODDistanceScale=0.25
- r.LandscapeLODBias=-1
- r.LandscapeLODDistributionScale=3
- r.LandscapeLOD0DistributionScale=3
- r.LODFadeTime=2
- r.UITextureLODBias=-1
- ;grass.CullDistanceScale=2
- r.LevelStreamingDistanceScale=10
- ; Foliage
- foliage.DensityScale=1.0
- grass.DensityScale=1.0
- foliage.DitheredLOD=1
- foliage.LODDistanceScale=3
- ; shadow
- r.ShadowQuality=5
- r.Shadow.CSM.MaxCascades=5
- r.Shadow.MaxResolution=8192
- r.Shadow.MaxCSMResolution=8192
- r.Shadow.RadiusThreshold=0.03
- r.AllowLandscapeShadows=1
- r.Shadow.DistanceScale=3
- r.ContactShadows=1
- ; FilterMethod=0 is standard style. 1 = PCSS, for more diffused softer realistic shadows. Pick based on preference.
- r.Shadow.FilterMethod=0
- ; Increasing uses more VRAM for shadows for higher quality
- ; r.Shadow.TexelsPerPixel=3
- r.LightMaxDrawDistanceScale=5
- r.Shadow.CSM.TransitionScale=2
- r.Shadow.Preshadows=1
- ;r.AmbientOcclusion.FadeRadiusScale=1.5
- ; Adds cool bloom cross lighting, change light bloom style
- ;r.Bloom.Cross=0.6
- ; Water settings
- r.Water.SingleLayer=1
- r.Water.SingleLayer.Reflection=1
- r.Water.SingleLayer.SSR=1
- r.Water.SingleLayer.SSRTAA=0
- r.Water.EnableShallowWaterSimulation=1
- r.Water.EnableUnderwaterPostProcess=1
- r.Water.SingleLayer.RefractionFullPrecision=1
- ; Texture
- r.MaxAnisotropy=16
- r.VT.MaxAnisotropy=16
- ; effects quality
- r.RefractionQuality=3
- r.ReflectionCaptureResolution=1024
- r.SSR.Quality=3
- r.SceneColorFormat=4
- r.DetailMode=2
- r.TranslucencyVolumeBlur=1
- r.MaterialQualityLevel=2
- r.SSS.Quality=1
- ; DLSS - Enable to use DLSS when you need more performance. Turn off for better image and no ghosting.
- r.NGX.Enable=1
- ; DLSS quality- -2: Ultra Performance, -1: Performance (default),
- ; 0: Balanced, 1: Quality, 2: Ultra Quality
- ; Adjust DLSS quality ingame instead
- ; r.NGX.DLSS.Quality=1
- ; DLSS sharpness 0-1
- r.NGX.DLSS.Sharpness=0.8
- ; Enable to allow DLSS to adjust auto exposure to reduce ghosting.
- r.NGX.DLSS.EnableAutoExposure=1
- ; Enable these too when enabling dlss
- r.BasePassForceOutputsVelocity=1
- r.DefaultFeature.Antialiasing=2
- r.TemporalAA.Upscaler=1
- r.Reflections.Denoiser=2
- ; Temporal AA upgrades, only works with dlss off, or submenu screens like character page.
- ; 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
- ; optimizations
- r.Shaders.Optimize=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
- ;gc.LowMemory.MemoryThresholdMB=8000
- gc.TimeBetweenPurgingPendingKillObjects=30
- ; gc.NumRetriesBeforeForcingGC=5
- ; gc.MinDesiredObjectsPerSubTask=20
- ; Improves stutter but will cause glitches in minigame. (Crane games)
- s.ForceGCAfterLevelStreamedOut=0
- ; Improves stutter but will cause glitches in minigame. (Crane games). Currently crashes in 3.2.
- ;s.ContinuouslyIncrementalGCWhileLevelsPendingPurge=0
- ;r.Streaming.FullyLoadUsedTextures=1
- [ConsoleVariables]
- AllowAsyncRenderThreadUpdates=1
- AllowAsyncRenderThreadUpdatesDuringGamethreadUpdates=1
- AllowAsyncRenderThreadUpdatesEditor=1
- ; Maintain aspec ratio for ultrawide monitors.
- ; Enable if you have wide monitor and you feel like zoom is too close.
- [/Script/Engine.LocalPlayer]
- ; AspectRatioAxisConstraint=AspectRatio_MaintainYFOV
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