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- [/Script/Engine.RendererSettings]
- r.DefaultFeature.AmbientOcclusion=1
- r.DefaultFeature.AmbientOcclusionStaticFraction=1
- r.DefaultFeature.Bloom=1
- r.DefaultFeature.DirectionalLightUnits=2
- r.DefaultFeature.PointLightUnits=2
- r.DefaultFeature.SpotLightUnits=2
- r.DefaultFeature.LightUnits=2 ;Default units to use for point, spot and rect lights 0: unitless 1: candelas (default) 2: lumens
- r.DefaultFeature.LensFlare=1
- r.DefaultFeature.MotionBlur=0
- r.DefaultFeature.AutoExposure=1
- r.DefaultFeature.AutoExposure.Method=0 ;Engine default (project setting) for AutoExposure Method (postprocess volume/camera/game setting still can override) 0: Histogram based (requires compute shader, default) 1: Basic AutoExposure
- r.DefaultFeature.AutoExposure.ExtendDefaultLuminanceRange=1
- r.EyeAdaptationQuality=2
- r.FastVRam.EyeAdaptation=1
- r.DefaultFeature.AntiAliasing=2 ;Engine default (project setting) for AntiAliasingMethod is (postprocess volume/camera/game setting still can override) 0: off (no anti-aliasing) 1: FXAA (faster than TemporalAA but much more shimmering for non static cases) 2: TemporalAA (default) 3: MSAA (Forward shading only)
- r.TemporalAA.Upscaler=1 ;Choose the upscaling algorithm. 0: Forces the default temporal upscaler of the renderer; 1: GTemporalUpscaler which may be overridden by a third party plugin (default).
- r.TemporalAA.AllowDownsampling=0
- r.TemporalAAFilterSize=0.9 ;Size of the filter kernel. (1.0 = smoother, 0.0 = sharper but aliased).
- r.TemporalAACurrentFrameWeight=1 ;Weight of current frame's contribution to the history. Low values cause blurriness and ghosting, high values fail to hide jittering.
- r.TemporalAAUpsampleFitered=1 ;Use filtering to fetch color history during TamporalAA upsampling (see AA_FILTERED define in TAA shader). Disabling this makes TAAU faster, but lower quality.
- r.TemporalAASamples=16 ;Number of jittered positions for temporal AA (4, 8=default, 16, 32, 64).
- r.TemporalAA.Upsampling=1 ;Whether to do primary screen percentage with temporal AA or not 0: use spatial upscale pass independently of TAA (default); 1: TemporalAA performs spatial and temporal upscale as screen percentage method.
- r.MaxQualityMode=1
- r.MipMapLodBias=-1 ;Apply additional mip map bias for all 2D textures, range of -15.0 to 15.0
- r.LandscapeLODBias=-1 ;LOD bias for landscape/terrain meshes.
- r.SkeletalMeshLODBias=-1 ;LOD bias for skeletal meshes (does not affect animation editor viewports).
- r.Upscale.Panini.ScreenFit=1.000000
- r.Upscale.Quality=4 ;Defines the quality in which ScreenPercentage and WindowedFullscreen scales the 3d rendering. 0: Nearest filtering 1: Simple Bilinear 2: Directional blur with unsharp mask upsample. 3: 5-tap Catmull-Rom bicubic, approximating Lanczos 2. (default) 4: 13-tap Lanczos 3. 5: 36-tap Gaussian-filtered unsharp mask (very expensive, but good for extreme upsampling).
- r.Upscale.Softness=1 ;Amount of sharpening for Gaussian Unsharp filter (r.UpscaleQuality=5). Reduce if ringing is visible 1: Normal sharpening (default) 0: No sharpening (pure Gaussian).
- r.Color.Mid=0.58
- r.DisableDistortion=1 ;Prevents distortion effects from rendering. Saves a full-screen framebuffer's worth of memory.
- r.DOF.TemporalAAQuality=1 ;Quality of temporal AA pass done in DOF. 0: Faster but lower quality; 1: Higher quality pass (default).
- r.DepthOfField.MaxSize=8 ;Allows to clamp the gaussian depth of field radius (for better performance), default: 100
- r.DepthOfField.NearBlurSizeThreshold=0.001 ;Sets the minimum near blur size before the effect is forcably disabled. Currently only affects Gaussian DOF. (default: 0.01)
- r.DOF.Scatter.NeighborCompareMaxColor=6 ;Controles the linear color clamping upperbound applied before color of pixel and neighbors are compared. To low, and you may not scatter enough; to high you may scatter unnecessarily too much in highlights (Default: 10).
- r.DepthOfFieldQuality=3 ;Allows to adjust the depth of field quality. Currently only fully affects BokehDOF. GaussianDOF is either 0 for off, otherwise on.0: Off 1: Low 2: high quality (default, adaptive, can be 4x slower) 3: very high quality, intended for non realtime cutscenes, CircleDOF only (slow) 4: extremely high quality, intended for non realtime cutscenes, CircleDOF only (very slow)
- r.DepthOfField.FarBlur=0
- r.FastBlurThreshold=0 ;0 disable - 7 Defines at what radius the Gaussian blur optimization kicks in (estimated 25% - 40% faster). The optimization uses slightly less memory and has a quality loss on smallblur radius.
- r.MotionBlurQuality=0
- r.MotionBlur.Max=0
- r.MotionBlur.Amount=0
- r.MotionBlurSeparable=0
- r.SceneColorFormat=4 ;Defines the memory layout (RGBA) used for the scene color (affects performance, mostly through bandwidth, quality especially with translucency). 0: PF_B8G8R8A8 32Bit (mostly for testing, likely to unusable with HDR) 1: PF_A2B10G10R10 32Bit 2: PF_FloatR11G11B10 32Bit 3: PF_FloatRGB 32Bit 4: PF_FloatRGBA 64Bit (default, might be overkill, especially if translucency is mostly using SeparateTranslucency) 5: PF_A32B32G32R32F 128Bit (unreasonable but good for testing)
- r.MaterialQualityLevel=1 ;0 corresponds to low quality materials, as defined by quality switches in materials, 1 corresponds to high and 2 for medium. 3 for epic* unknown?
- r.SceneColorFringe.Max=0 ;Allows to clamp the postprocess setting (in percent, Scene chromatic aberration / color fringe to simulate an artifact that happens in real-world lens, mostly visible in the image corners) -1: don’t clamp (default) -2: to test extreme fringe
- r.SceneColorFringeQuality=0
- r.PostProcessingColorFormat=0
- r.PostProcessAAQuality=6 ;Defines the postprocess anti aliasing method which allows to adjust for quality or performance.0:off, 1:very low (faster FXAA), 2:low (FXAA), 3:medium (faster TemporalAA), 4:high (default TemporalAA), 5:very high, 6:max
- r.Decal.FadeDurationScale=1.6f ;Scales the per decal fade durations. Lower values shortens lifetime and fade duration. Default is 1.0f.
- r.Decal.FadeDurationScale=1.000000
- r.Decal.StencilSizeThreshold=4.0 ;Control a per decal stencil pass that allows to large (screen space) decals faster. It adds more overhead per decals so this <0: optimization is disabled 0: optimization is enabled no matter how small (screen space) the decal is 0..1: optimization is enabled, value defines the minimum size (screen space) to trigger the optimization (default 0.1)
- r.Decal.FadeScreenSizeMult=1000000
- r.Decal.GenerateRTWriteMaskTexture=1
- r.NormalMapsForStaticLighting=1
- r.SubsurfaceScattering=1 ;0: disabled 1: enabled (default)
- r.SSS.Quality=1 ;Defines the quality of the recombine pass when using the SubsurfaceScatteringProfile shading model 0: low (faster, default) 1: high (sharper details but slower) -1: auto, 1 if TemporalAA is disabled (without TemporalAA the quality is more noticable)
- r.SSS.SampleSet=2 ;Defines how many samples we use for Screenspace Subsurface Scattering feature. 0: lowest quality (6*2+1) 1: medium quality (9*2+1) 2: high quality (13*2+1) (default)
- r.SSS.Checkerboard=2 ;Enables or disables checkerboard rendering for subsurface profile rendering. This is necessary if SceneColor does not include a floating point alpha channel (e.g 32-bit formats) 0: Disabled (high quality) 1: Enabled (low quality). Surface lighting will be at reduced resolution. 2: Automatic. Non-checkerboard lighting will be applied if we have a suitable rendertarget format
- r.SSS.HalfRes=0 ;0: full quality (not optimized, as reference) 1: parts of the algorithm runs in half resolution which is lower quality but faster (default)
- r.sss.scale=2 ;Character skin quality 0 to a value of 10. GPU heavy
- r.SSS.Filter=1
- r.GBufferFormat=5 ;:Defines the memory layout used for the GBuffer. (affects performance, mostly through bandwidth, quality of normals and material attributes). 0: lower precision (8bit per component, for profiling) 1: low precision (default) 3: high precision normals encoding 5: high precision
- r.SSR.Quality=4 ;Whether to use screen space reflections and at what quality setting. 0: off (default) 1: low (no glossy) 2: medium (no glossy) 3: high (glossy/using roughness, few samples) 4: very high (likely too slow for real-time)(limits the setting in the post process settings which has a different scale)(costs performance, adds more visual realism but the technique has limits)
- r.SSR.HalfResSceneColor=0
- r.ReflectionEnvironment=1
- r.RefractionQuality=2
- r.ReflectionCaptureGPUArrayCopy=1
- r.ReflectionEnvironmentBeginMixingRoughness=0.000000
- r.ReflectionEnvironmentEndMixingRoughness=1.400000
- r.ReflectionEnvironmentLightmapMixBasedOnRoughness=1 ;Whether to reduce lightmap mixing with reflection captures for very smooth surfaces. This is useful to make sure reflection captures match SSR / planar reflections in brightness.
- r.ReflectionEnvironmentLightmapMixLargestWeight=14000
- r.Reflections.Denoiser.TemporalAccumulation=1 ;Accumulates the samples over multiple frames.
- r.Reflections.Denoiser=2 ;Choose the denoising algorithm. 0: Disabled; 1: Forces the default denoiser of the renderer; 2: GScreenSpaceDenoiser which may be overriden by a third party plugin (default).
- r.Reflections.Denoiser.ReconstructionSamples=16 ;Maximum number of samples for the reconstruction pass (default = 8).
- r.ReflectionCaptureResolution=256 ;Set the resolution for all reflection capture cubemaps. Should be set via project's Render Settings. Must be power of 2. Defaults to 128.
- r.ReflectionEnvironmentCubemapPoolFixedNum=256
- r.SSR.MaxRoughness=-1
- r.Roughness.Max=1 ;Allows quick material test by remapping the roughness at 1 to a new value (0..1), Only for non shipping built! 1: (default)
- r.Roughness.Min=0
- r.FastVRam.SSR=1
- r.HalfResReflections=0
- r.FullResReflections=1
- r.NormalCurvatureToRoughnessBias=0.000000
- r.NormalCurvatureToRoughnessExponent=0.60000
- r.NormalCurvatureToRoughnessScale=1.400000
- r.AmbientOcclusionMaxQuality=100.000000
- r.AlsoUseSphereForFrustumCull=0 ;Performance tweak. If > 0, then use a sphere cull before and in addition to a box for frustum culling.
- r.AmbientOcclusionStaticFraction=1.000000
- r.AOAsyncBuildQueue=1 ;Whether to asynchronously build distance field volume data from meshes.
- r.AmbientOcclusionLevels=2 ;Defines how many mip levels are using during the ambient occlusion calculation. This is useful when tweaking the algorithm. <0: decide based on the quality setting in the postprocess settings/volume and r.AmbientOcclusionMaxQuality (default) 0: none (disable AmbientOcclusion) 1: one 2: two (costs extra performance, soft addition) 3: three (larger radius cost less but can flicker)
- r.AmbientOcclusionMipLevelFactor=0.5 ;Controls mipmap level according to the SSAO step id 0: always look into the HZB mipmap level 0 (memory cache trashing) 0.5: sample count depends on post process settings (default) 1: Go into higher mipmap level (quality loss)
- r.AOHeightfieldOcclusion=1
- r.AmbientOcclusion.Denoiser=1
- r.AmbientOcclusion.Denoiser.TemporalAccumulation=1
- r.AmbientOcclusion.Denoiser.HistoryConvolution.SampleCount=16 ;Number of samples to use for history post filter (default = 16).
- r.AmbientOcclusion.Denoiser.ReconstructionSamples=16 ;Maximum number of samples for the reconstruction pass (default = 16).
- r.DistanceFieldAO=1
- r.AOMaxObjectBoundingRadius=50000.000000
- r.AOMaxObjectsPerCullTile=512
- r.AOMaxViewDistance=50000
- r.AOGlobalDFStartDistance=100 ;World space distance along a cone trace to switch to using the global distance field instead of the object distance fields. This has to be large enough to hide the low res nature of the global distance field, but smaller values result in faster cone tracing.
- r.AOSampleSet=1
- r.AOScatterTileCulling=1
- r.AOSpecularOcclusionMode=1
- r.AOUpdateGlobalDistanceField=1
- r.AOUseConesForGI=1
- r.AOUseHistory=1
- r.AOUseJitter=1
- r.ShadowQuality=5 ;Defines the shadow method which allows to adjust for quality or performance. 0:off, 1:low(unfiltered), 2:low .. 5:max (default)
- r.Shadow.DistanceScale=4.5
- r.CapsuleShadows=1 :Whether to allow capsule shadowing on skinned components with bCastCapsuleDirectShadow or bCastCapsuleIndirectShadow enabled.
- r.AllowLandscapeShadows=1
- r.Shadow.CacheWholeSceneShadows=1 ;When enabled, movable point and spot light whole scene shadow depths from static primitives will be cached as an optimization.
- r.DFTwoSidedMeshDistanceBias=4.000000 ;World space amount to expand distance field representations of two sided meshes. This is useful to get tree shadows to match up with standard shadow mapping.
- r.Shadow.MaxNumFarShadowCascades=3
- r.Shadow.UnbuiltNumWholeSceneDynamicShadowCascades=8 ;DynamicShadowCascades to use when using CSM to preview unbuilt lighting from a directional light
- r.Shadow.CSM.MaxCascades=10
- r.Shadow.CSMReceiverBias=1 ;Receiver bias used by CSM. Value between 0 and 1.
- r.Shadow.CSMDepthBias=30 ;Constant depth bias used by CSM
- r.Shadow.CSM.TransitionScale=1.000000
- r.Shadow.CSMDepthBoundsTest=1
- r.Shadow.CSMSplitPenumbraScale=0.500000
- r.Shadow.RadiusThreshold=0.010000
- r.Shadow.RadiusThresholdRSM=0.060000
- r.Shadow.MaxCSMResolution=2048
- r.Shadow.MaxResolution=2048
- r.Shadow.MaxSoftKernelSize=80
- r.Shadow.MinPreShadowResolution=16
- r.Shadow.MinResolution=32
- r.Shadow.ShadowMapResolutionForAtlasedLightShadows=2048
- r.Shadow.FarShadowStaticMeshLODBias=14 ;Notice: only selected geometry types (static meshes and landscapes) respect this value.
- r.Shadow.PerObjectDirectionalDepthBias=25 ;Constant depth bias used by per-object shadows from directional light. Lower values give better shadow contact, but increase self-shadowing artifacts
- r.Shadow.PointLightDepthBias=0.04 ;Depth bias that is applied in the depth pass for shadows from point lights. (0.03 avoids peter paning but has some shadow acne)
- r.Shadow.RectLightDepthBias=0.04 ;Depth bias that is applied in the depth pass for shadows from rect lights. (0.03 avoids peter paning but has some shadow acne)
- r.Shadow.PerObject=1 ;Whether to render per object shadows (character casting on world) 0: off 1: on (default)
- r.Shadow.SpotLightDepthBias=18.000000
- r.Shadow.SpotLightTransitionScale=40.000000
- r.Shadow.Denoiser=1
- r.Shadow.Denoiser.ReconstructionSamples=16 ;Maximum number of samples for the reconstruction pass (default = 16).
- r.Shadow.ShadowMapSliceCountForAtlasedLightShadows=18
- r.DFShadowQuality=3 ;Defines the distance field shadow method which allows to adjust for quality or performance. 0:off, 1:low (20 steps, no SSS), 2:medium (32 steps, no SSS), 3:high (64 steps, SSS, default)
- r.EmitterSpawnRateScale=3 ;Particle density spawn rate
- r.ParticleLightQuality=2 ;0: No lights. 1:Only simple lights. 2:Simple+HQ lights
- r.Filter.SizeScale=2 ;;Allows to scale down or up the sample count used for bloom and Gaussian depth of field (scale is clamped to give reasonable results). Values down to 0.6 are hard to notice. 1 full quality (default) >1 more samples (slower) <1 less samples (faster, artifacts with HDR content or boxy results with GaussianDOF)
- r.MaxAnisotropy=16
- r.BloomQuality=5
- r.UseHighQualityBloom=1
- r.Bloom.Cross=2.2
- r.SkyAtmosphere.FastSkyLUT=0
- r.SupportStationarySkylight=1
- r.SkyAtmosphere.LUT32=1 ;Use full 32bit per-channel precision for all sky LUTs.
- r.SkyAtmosphere.MultiScatteringLUT.HighQuality=1 ;The when enabled, 64 samples are used instead of 2, resulting in a more accurate multi scattering approximation (but also more expenssive).
- r.SkyAtmosphere=1
- r.SkyAtmosphere.DistantSkyLightLUT=1 ;Enable the generation the sky ambient lighting value.
- r.LUT.Size=32
- r.VolumetricCloud=1
- r.VolumetricCloud.SkyAO=1
- r.VolumetricFog=1
- r.VolumetricFog.TemporalReprojection=1
- r.SeparateTranslucency=1 ;Allows to disable the separate translucency feature (all translucency is rendered in separate RT and compositedafter DOF, if not specified otherwise in the material). 0: off (translucency is affected by depth of field) 1: on costs GPU performance and memory but keeps translucency unaffected by Depth of Field. (default)
- r.Fog=1
- r.FogDensity=0.45 ;Allows to override the FogDensity setting (needs ExponentialFog in the level). Using a strong value allows to quickly see which pixel are affected by fog. Using a start distance allows to cull pixels are can speed up rendering. <0: use default settings (default: -1) >=0: override settings by the given value (0:off, 1=very dense fog)
- r.FogStartDistance=0.2
- r.LensFlareQuality=3
- r.LightShaftRenderToSeparateTranslucency=1
- r.FastVRam.SeparateTranslucency=0
- r.LPV.Intensity=1.60000
- r.LPV.RSMResolution=256
- r.LPV.DiffuseIntensity=1
- r.LPV.EmissiveMultiplier=1.40000
- r.LPV.Mixing=1
- r.GlobalIllumination.Denoiser.ReconstructionSamples=16 ;Maximum number of samples for the reconstruction pass (default = 16).
- r.GlobalIllumination.Denoiser.TemporalAccumulation=16 ;Accumulates the samples over multiple frames.
- r.DistanceFieldGI=1
- r.SSGI.Enable=1 ;Whether to enable SSGI (defaults to 0).
- r.SSGI.Quality=4 ;Quality setting to control number of ray shot with SSGI, between 1 and 4 (defaults to 4).
- r.SSGI.HalfRes=0 ;Whether to do SSGI at half resolution (defaults to 0).
- r.SurfelLODDensityFraction=0.900000
- r.SurfelMaxPerObject=14000
- r.SurfelDensity=.05
- r.HeightfieldGlobalIllumination=1
- r.HeightfieldInnerBounceDistance=3200
- r.HeightfieldOuterBounceDistanceScale=3
- r.HeightfieldTargetUnitsPerTexel=300
- r.HeightfieldTargetUnitsPerTexel=1
- r.TessellationAdaptivePixelsPerTriangle=64
- r.Water.WaterMesh.TessFactorBias=6 ;This value is added to the tessellation factor of each Mesh Component. Negative values will lower the overall density/resolution or the vertex grid, higher values will increase the density/resolution
- r.ShaderPipelines=1
- r.Shaders.BoundsChecking=1
- r.Shaders.FastMath=1
- r.MeshDrawCommands.AllowOnDemandShaderCreation=1 ;How to create RHI shaders: 0: Always create them on a Rendering Thread, before executing other MDC tasks. 1: If RHI supports multi-threaded shader creation, create them on demand on tasks threads, at the time of submitting the draws.
- r.MeshDrawCommands.DynamicInstancing=1 ;Whether to dynamically combine multiple compatible visible Mesh Draw Commands into one instanced draw on vertex factories that support it.
- r.ForceAllCoresForShaderCompiling=1 ;When set to 1, it will ignore INI settings and launch as many ShaderCompileWorker instances as cores are available. Improves shader throughput but for big projects it can make the machine run OOM
- r.UseShaderPredraw=1 ;Predrawing of tracked RHI draw states to eliminate first-use hitches.
- r.RDG.AsyncCompute=2 ;Controls the async compute policy. 0:disabled, no async compute is used; 1:enabled for passes tagged for async compute (default); 2:enabled for all compute passes implemented to use the compute command list;
- r.UseAsyncShaderPrecompilation=1 ;Asynchronous precompilation of shader code during gameplay
- r.AmbientOcclusion.AsyncComputeBudget=4 ;This is a low level developer tweak to get best performance on hardware that supports AsyncCompute. 0: least AsyncCompute, 1: .. (default), 4: most AsyncCompute
- r.AsyncCreateLightPrimitiveInteractions=1
- r.Streaming.Boost=1 ;=1.0: normal <1.0: decrease wanted mip levels >1.0: increase wanted mip levels
- r.Streaming.PoolSize=4096
- r.Streaming.MaxTempMemoryAllowed=512 ;Maximum temporary memory used when streaming in or out texture mips. This memory contains mips used for the new updated texture. The value must be high enough to not be a limiting streaming speed factor.
- r.Streaming.CheckBuildStatus=1 ;If non-zero, the engine will check whether texture streaming needs rebuild.
- r.Streaming.DefragDynamicBounds=1 ;If non-zero, unused dynamic bounds will be removed from the update loop
- r.Streaming.PrioritizeMeshLODRetention=1 ;Whether to prioritize retaining mesh LODs
- r.CreateShadersOnLoad=1
- r.UseShaderCaching=1
- r.MultithreadedShadowmapEncode=1 ;Shadowmap encoding after rebuild lightmaps is done multithreaded.
- r.MultithreadedLightmapEncode=1 ;Lightmap encoding after rebuild lightmaps is done multithreaded.
- r.CompileShadersForDevelopment=0
- r.ViewDistanceScale=2
- r.StaticMeshLODDistanceScale=0.001
- r.ParticleLODBias=-1
- r.Streaming.PoolSize=4096
- r.Streaming.MaxTempMemoryAllowed=256
- [WindowsApplication.Accessibility]
- StickyKeysHotkey=True
- ToggleKeysHotkey=True
- FilterKeysHotkey=True
- StickyKeysConfirmation=True
- ToggleKeysConfirmation=True
- FilterKeysConfirmation=True
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