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engine.ini

Dec 31st, 2024 (edited)
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INI file 75.86 KB | Gaming | 0 0
  1. ;Engine.ini located C:\Users\%username%\AppData\Local\TslGame\Saved\Config\WindowsNoEditor
  2. ; Remember to set file as read only in file properties
  3.  
  4. [SystemSettings]
  5. r.setres=1280x720f
  6.  
  7. [Core.System]
  8. Paths=../../../Engine/Content
  9. Paths=%GAMEDIR%Content
  10. Paths=../../../Engine/Plugins/Wwise/Content
  11. Paths=../../../Engine/Plugins/RoadEditor/Content
  12. Paths=../../../Engine/Plugins/Runtime/Coherent/CoherentUIGTPlugin/Content
  13. Paths=../../../Engine/Plugins/Runtime/HoudiniEngine/Content
  14. Paths=../../../Engine/Plugins/Mutable/Content
  15. Paths=../../../Engine/Plugins/Minkonet/MK3DPublisher/Content
  16. Paths=../../../Engine/Plugins/2D/Paper2D/Content
  17. Paths=../../../Engine/Plugins/ACLPlugin/Content
  18. Paths=../../../Engine/Plugins/EngineExt/Content
  19. Paths=../../../TslGame/Plugins/UnrealImGui/Content
  20. Paths=../../../TslGame/Plugins/PrefabTool/Content
  21. Paths=../../../TslGame/Plugins/VertexAnimToolset/Content
  22. Paths=../../../TslGame/Plugins/ORCA/Content
  23. Paths=../../../TslGame/Plugins/ChromaSDKPlugin/Content
  24.  
  25. ;----------------------------------------------------------------
  26. ; Note: I have optimized every setting I could find on this game.
  27. ; ---------------------------------------------------------------
  28.        Raytracing on,
  29. ;       TXAA on and optimized
  30. ;       AO options set to GTAO. SSAO and normal AO are disabled.
  31. ;       Colour tweaked.
  32. ;       Optimized for systems with 16GIG RAM and an 8 GIG Graphics card
  33. ;       DOF, Bloom, image grain, ChromaticAberration Off.
  34. ;       EYEADAPTION / AUTOEXPOSURE settings Optimized.
  35. ;       Texture Groups and streaming options are all Optimized.
  36. ;       Audio Optimized.
  37. ;       Internet Optimized.
  38. ;       other optimizations Shadows gras sky lighting foliage etc.
  39. ; ----------------------------------------------------------------
  40.  
  41. [Audio]
  42. UnfocusedVolumeMultiplier=0.500000
  43.  
  44. ; ===============================
  45. ; ✩░▒▓▆▅▃▂▁ COLOUR ▁▂▃▅▆▓▒░✩
  46. ; ===============================
  47. [/Script/Engine.RendererSettings]
  48. r.GBufferFormat=3                         ; Set the G-buffer format to HighPrecisionNormals for better color representation
  49.  
  50. ;perfect                 ;Normal               ;LIGHTER              ;DARK        
  51. r.Color.Max=1.00     ;  1.00 = default     ;r.Color.Max=1.05     ;r.Color.Max=0.8
  52. r.Color.Mid=0.54     ;  0.50 = default     ;r.Color.Mid=0.60     ;r.Color.Mid=0.4    
  53. r.Color.Min=0.00     ;  0.00 = default     ;r.Color.Min=0.01     ;r.Color.Min=0.001  
  54.  
  55. r.SceneColorFringeQuality=0               ; Quality of the scene color fringe effect . 0=disables chromatic aberration.(0 to 4, higher values provide better quality but may impact performance) Disable scene color fringe for improved color accuracy
  56. r.SceneColorFringe.Max=0.0                ; Maximum scene color fringe amount, Set maximum scene color fringe to 0 for cleaner edges.
  57. r.SceneColorFormat=4                      ; high-precision RGBA color format.
  58.  
  59. [/Script/Engine.RendererOverrideSettings]
  60. r.DefaultFeature.ColorGrading=1                 ; Disable color grading for improved performance
  61. r.ColorGrading.LUTSize=32                       ; Size of the color grading LUT (16, 32, or 64)
  62. r.ColorGrading.Quality=1                        ; Quality of color grading (0=low, 1=high)
  63. r.Color.MaxEditingLUTs=8                        ; Maximum number of color lookup tables (LUTs) used for color correction
  64. r.Color.MidTones.Sharpen=0.5                    ; Increases sharpness of mid-tone colors DEF 0
  65. r.Color.MidTones.Saturation=1.1                 ; Enhances the saturation of mid-tone colors
  66. r.Color.Contrast=1.05                           ; Improve contrast in light and dark areas Increases overall contrast of the scene
  67. r.Color.Grayscale=0                             ; Disables grayscale effect, keeping colors vibrant
  68. r.Color.MaxHDR=2.0                              ; Boosts the maximum intensity of colors in HDR (high dynamic range) scenes
  69. r.Color.Saturation=0.88          ; Slight desaturation for natural colors
  70. r.Tonemapper.Method=1                           ; Sets the tonemapping method to improve color reproduction
  71. r.TonemapperGamma=2.15                           ; Slight gamma boost for better brightness in midtones. 1.0 makes evrything to dark
  72. r.TonemapperFilm=1                              ; 0 = off (game default), 1 = on Enable filmic tonemapping (ACES)
  73. r.Tonemapper.Quality=5                    ; Controls the tonemapping quality. Values: 0 Performance (low), 1 (medium), 2 (high) (1 to 5, higher values provide better quality but may impact performance)
  74. r.ToneCurveAmount=0.65                           ; Enable tone curve for natural light transitions
  75. r.Tonemapper.Sharpen=0.2
  76. r.Tonemapper.EmulateHDR=0                       ; DEF 0
  77. r.Tonemapper.MergeWithUpscale.Mode=0            ; DEF 0
  78. r.Tonemapper.MergeWithUpscale.Threshold=0.49    ; DEF 0.49
  79. r.DefaultFeature.AmbientCubemap=False           ; Disable ambient cubemap for performance
  80. r.Tonemapper.GrainQuantization=0                ; Disable grain doubled bellow not sure on wich section it is in.
  81.  
  82. [/Script/Engine.Engine]
  83. ; Default color space used for rendering
  84. r.DefaultColorSpace=1               ; 0: sRGB (standard RGB), 1: Linear (linear color space)
  85.  
  86. ; Gamma correction settings
  87. r.GammaCorrection=1                 ; Enables gamma correction for rendering
  88. r.FastToneMapping=1                 ; Enables fast tone mapping for better performance
  89. r.Exposure=1.0                      ; Set the overall exposure for the scene
  90. r.Contrast=1.0                      ; Set the overall contrast for the scene
  91. r.Saturation=1.05                   ; Set the overall saturation for the scene
  92. r.Gamma=1.02                        ; Set the overall gamma for the scene
  93. r.Temperature=6500.0                ; Set the overall temperature for the scene
  94. r.Tint=(1.0, 1.0, 1.0)              ; Set the overall tint for the scene
  95.  
  96. [/Script/Engine.PostProcessSettings]
  97. ; Remove Film grain effect
  98. r.Tonemapper.GrainQuantization=0          ; Controls the grain amount in the tonemapper, disabled for improved performance. ; Controls the graininess of the image. Values: 0 (off) to 1 (max)
  99. r.Tonemapper.Sharpen=0.0                  ; Use with FXAA, TXAA use r.TemporalAASharpen. 0.5 is subtle, 1.5 is good, and 2.0 is sharper (if you use High or Ultra AA)... Typical Ranges: 0.5 - 2.0 (more then 2.0 will start to look pixelated).
  100. [SystemSettings]
  101. r.TonemapperExposure=0.72        ; Slightly reduce overall exposure (default is usually 1.0)
  102.  
  103. ; ===================================================
  104. ; ✩░▒▓▆▅▃▂▁ EYEADAPTION / AUTOEXPOSURE ▁▂▃▅▆▓▒░✩
  105. ; ===================================================
  106. [/Script/Engine.RendererSettings]
  107. ; Disable Eye Adaptation or Limit its Effect
  108. r.EyeAdaptation.ExponentialTransitionDistance=0.6                 ; Smooth light adaptation transitions
  109. r.EyeAdaptation.LensAttenuation=0.9                               ; Default .65 lower is darker, Smooth light transitions
  110. r.EyeAdaptationQuality=1                                        ; 0-3, 0 = off, 2 = default, 1/3 = not implemented
  111. r.EyeAdaptation.MinExposure=0.9                                ; Minimum brightness at night (Adjust as needed)
  112. r.EyeAdaptation.MaxExposure=1.15                                ; Maximum brightness during the day (Adjust as needed)
  113. r.EyeAdaptation.Bias=0.12                                       ;Effect: Slight boost in overall brightness without affecting sky exposure. If the foreground still feels too dark
  114.  
  115. r.DefaultFeature.AutoExposure=1                                 ; Auto exposure disabled for improved performance. Enable auto-exposure for smooth day/night transitions. 1 is histogram-based, better for natural lighting
  116. r.DefaultFeature.AutoExposure.Method=1                          ; Auto exposure method set to 0, disabling it for performance.
  117. r.DefaultFeature.AutoExposure.ExtendDefaultLuminanceRange=1
  118. r.DefaultFeature.AutoExposure.Bias=0.015                        ; Minor bias adjustment for consistency
  119.  
  120. [TimeOfDaySystem]
  121. AutoExposure.SpeedUp=1.8    ; Slower transition to prevent sudden brightness jumps
  122. AutoExposure.SpeedDown=1.5   ; Slower adjustment at night for smooth dimming
  123. ;AutoExposure.Bias=0.05       ; Small bias to prevent overly dark nights
  124.  
  125. [Engine.RendererSettings]
  126. r.DFDistanceScale=10
  127. r.DFFullResolution=1
  128.  
  129. ; =====================================================
  130. ; ✩░▒▓▆▅▃▂▁ SKY SUN CLOUDS BLOOM VINGETTE ▁▂▃▅▆▓▒░✩
  131. ; =====================================================
  132. ; Sky, Sun, and Clouds related settings
  133. [/Script/Engine.RendererSettings]
  134. r.SkyLight=1                        ; Enable or disable dynamic skies
  135. r.Atmosphere=1                      ; Enable or disable atmospheric fog
  136. r.Sun=0.32                           ; Set the intensity of the sun
  137. r.SunColor=(0.98, 0.82, 0.75)       ; Set the color of the sun
  138. r.VolumetricClouds=1                ; Enable or disable volumetric clouds
  139. r.VolumetricCloudDensity=0.7        ; Set the density of volumetric clouds
  140. r.VolumetricCloudHeight=950.0      ; Set the height of volumetric clouds
  141. r.VolumetricCloudCoverage=0.45       ; Set the coverage of volumetric clouds
  142. r.VolumetricCloudScale=1.0          ; Set the scale of volumetric clouds
  143. VolumetricCloud.Force2LayerMaterial=1
  144. VolumetricCloud.RayMarchedShadows=1
  145. VolumetricCloud.GroundContribution=0.6
  146. r.VolumetricCloud.GroundContribution=0.75
  147. r.SkyQuality=3.5                    ; Set the quality of the overall sky
  148. [SystemSettings]
  149. r.SkyAtmosphereQuality=4        ; Improve sky lighting interactions
  150. [/Script/Engine.RendererSettings.RayTracingQualityOverrides]
  151. r.RayTracingClouds=1                ; Enable or disable ray-traced clouds
  152. r.RayTracingCloudQuality=2          ; Set the quality of ray-traced clouds
  153. r.RayTracingCloudResolution=512     ; Set the resolution of ray-traced clouds
  154.  
  155. [/Script/Engine.RendererSettings.CloudShadows]
  156. r.CloudShadows=1                    ; Enable or disable cloud shadows
  157. r.CloudShadowIntensity=0.8          ; Set the intensity of cloud shadows
  158. r.CloudShadowColor=(0.2, 0.2, 0.2)  ; Set the color of cloud shadows
  159.  
  160. [/Script/Engine.RendererSettings.Godrays]
  161. r.Godrays=1                         ; Enable or disable Godrays
  162. r.GodrayIntensity=0.3               ; Set the intensity of Godrays
  163. r.GodrayColor=(1.0, 1.0, 0.8)       ; Set the color of Godrays
  164. r.GodrayDensity=0.2                 ; Set the density of Godrays
  165. r.GodraySize=0.1                    ; Set the size of Godrays
  166. r.GodrayFalloff=0.5                 ; Set the falloff of Godrays
  167.  
  168. [/Script/Engine.RendererSettings.SkyQuality]
  169. r.SkyQuality=3.0                    ; Set the quality of the overall sky
  170.  
  171. [/Script/Engine.RendererSettings.DynamicWeather]
  172. r.DynamicWeather=1                  ; Enable or disable dynamic weather
  173. r.WindSpeed=5.0                    ; Set the wind speed for dynamic weather
  174. r.WindDirection=(0.5, 0.0, 0.5)     ; Set the direction of the wind for dynamic weather
  175. r.CloudCoverage=0.5                 ; Set the overall cloud coverage for dynamic weather
  176. r.CloudDensity=0.4                  ; Set the cloud density for dynamic weather
  177. r.RainIntensity=0.1                 ; Set the rain intensity for dynamic weather
  178. r.SnowIntensity=0.1                 ; Set the snow intensity for dynamic weather
  179.  
  180.  
  181. [/Script/Engine.RendererSettings]
  182. ; Bloom related settings - Bloom Off
  183. r.DefaultFeature.Bloom=True
  184. r.Bloom.Cross=0                     ; DEF 0, 0.7777 for anamorphic
  185. r.Bloom.HalfResolutionFFT=0         ; DEF 0
  186. r.BloomQuality=3                    ; Determines the quality of the bloom effect. Values range from 0 to 4, where 0 is the lowest quality and 4 is the highest.
  187. r.BloomMaxSize=1.0                  ; Controls the maximum size of the bloom effect. Adjust this value to increase or decrease the size of the bloom effect.
  188. r.BloomIntensity=0.45                ; Lower bloom brightness
  189. r.BloomThreshold=0.45               ; Specifies the luminance threshold above which pixels will bloom. Adjust this value to control the intensity of the bloom effect.
  190.  
  191. r.Bloom1Tint=(R=1.0,G=1.0,B=1.0)    ; Sets the tint color for the first level of bloom. Use RGB values between 0 and 1 to adjust the color.
  192. r.Bloom1Size=1.0                    ; Specifies the size of the first level of bloom. Adjust this value to increase or decrease the size of the first bloom level.
  193. r.Bloom2Tint=(R=1.0,G=1.0,B=1.0)    ; Sets the tint color for the second level of bloom. Use RGB values between 0 and 1 to adjust the color.
  194. r.Bloom2Size=0.5                    ; Specifies the size of the second level of bloom. Adjust this value to increase or decrease the size of the second bloom level.
  195. r.Bloom3Tint=(R=1.0,G=1.0,B=1.0)    ; Sets the tint color for the third level of bloom. Use RGB values between 0 and 1 to adjust the color.
  196. r.Bloom3Size=0.25                   ; Specifies the size of the third level of bloom. Adjust this value to increase or decrease the size of the third bloom level.
  197. r.Bloom4Tint=(R=1.0,G=1.0,B=1.0)    ; Sets the tint color for the fourth level of bloom. Use RGB values between 0 and 1 to adjust the color.
  198. r.Bloom4Size=0.125                  ; Specifies the size of the fourth level of bloom. Adjust this value to increase or decrease the size of the fourth bloom level.
  199. r.Bloom5Tint=(R=1.0,G=1.0,B=1.0)    ; Sets the tint color for the fifth level of bloom. Use RGB values between 0 and 1 to adjust the color.
  200. r.Bloom5Size=0.0625                 ; Specifies the size of the fifth level of bloom. Adjust this value to increase or decrease the size of the fifth bloom level.
  201. r.Bloom6Tint=(R=1.0,G=1.0,B=1.0)    ; Sets the tint color for the sixth level of bloom. Use RGB values between 0 and 1 to adjust the color.
  202. r.Bloom6Size=0.03125                ; Specifies the size of the sixth level of bloom. Adjust this value to increase or decrease the size of the sixth bloom level.
  203. r.BloomIntensity=0.3                ; Set the bloom intensity for the overall scene
  204. r.BloomSize=0.1                     ; Set the bloom size for the overall scene
  205.  
  206. [SystemSettings]
  207. r.VignetteIntensity=0.0             ; Set the vignette intensity for the overall scene
  208. r.VignetteSize=0.9                  ; Set the vignette size for the overall scene
  209.  
  210. [WeatherSettings]
  211. ;r.WeatherType Clear                  ; Set the weather type for the scene
  212. r.CloudType=Cumulus                   ; Set the cloud type for the scene
  213. r.CloudShape=Puffy                    ; Set the cloud shape for the scene
  214. r.CloudWindSpeed=10.0                 ; Set the wind speed for the clouds
  215. r.CloudWindDirection=(0.5, 0.0, 0.5)  ; Set the wind direction for the clouds
  216. r.CloudWindCoverage=0.6               ; Set the cloud coverage for the clouds
  217. r.CloudWindDensity=0.4                ; Set the cloud density for the clouds
  218. r.CloudRainIntensity=0.2              ; Set the rain intensity for the clouds
  219. r.CloudSnowIntensity=0.1              ; Set the snow intensity for the clouds
  220. r.CloudFogDensity=0.3                 ; Set the fog density for the clouds
  221. r.CloudFogColor=(0.8, 0.8, 0.8)       ; Set the fog color for the clouds
  222.  
  223. ; ===============================
  224. ; ✩░▒▓▆▅▃▂▁ FOLIAGE ▁▂▃▅▆▓▒░✩
  225. ; ===============================
  226. [/Script/Engine.Engine]
  227. ; Foliage related settings
  228. r.Foliage.DynamicallyShadowFarLod=1    ; Enable or disable dynamic foliage shadows
  229.  
  230. ; Foliage draw distance settings
  231. foliage.LODDistanceScale=3           ; Adjust the maximum distance at which foliage is rendered DEF 1, quality 4
  232. foliage.MinLODDistanceScale=0.1        ; Adjust the distance at which the highest quality foliage is rendered
  233.  
  234. ; Foliage density settings
  235. foliage.DensityScale=1.5               ; Adjust the overall density of the foliage 2 high, DEF 0.8, 0.6 or 0 for PERFORMANCE
  236. foliage.GrassDensityScale=1.0          ; Adjust the density of the grass
  237. grass.CullDistanceScale=2
  238. foliage.TreeDensityScale=1.0           ; Adjust the density of the trees
  239.  
  240. ; Foliage lighting settings
  241. foliage.EnableStaticLighting=1         ; Enable or disable dynamic lighting for foliage
  242. foliage.EnableGrassLighting=1          ; Enable or disable dynamic lighting for grass
  243.  
  244. ; Foliage shadow settings
  245. foliage.MaxShadowResolution=1024       ; Adjust the resolution of the foliage shadows
  246. foliage.ShadowDistanceScale=1.0        ; Adjust the distance at which foliage shadows are cast
  247.  
  248. ; Foliage collision settings
  249. foliage.DisableCollision=0             ; Enable or disable collision for foliage
  250. foliage.SelfShadowing=1                ; Enable or disable self-shadowing for foliage
  251.  
  252. ; Foliage wind settings
  253. foliage.bAllowWind=1                   ; Enable or disable wind for foliage
  254. foliage.WindStrength=1.0               ; Adjust the strength of the wind affecting foliage
  255. foliage.WindSpeed=1.0                  ; Adjust the speed of the wind affecting foliage
  256.  
  257. [/Script/Foliage.FoliageConfig]
  258. foliage.DitheredLOD=1                  ; DEF 1, quality 5
  259. foliage.MinimumScreenSize=0.009        ; DEF 0.0001
  260. foliage.MinLOD=1                       ; DEF 0, 1 for PERFORMANCE
  261. foliage.MinVertsToSplitNode=8192       ; DEF 8192
  262. foliage.OverestimateLOD=0              ; DEF 0
  263.  
  264. ; ===============================
  265. ; ✩░▒▓▆▅▃▂▁ Water ▁▂▃▅▆▓▒░✩
  266. ; ===============================
  267. r.Water.SingleLayer.DepthPrepass=1
  268. r.Water.SingleLayer.LumenReflections=1
  269. r.Water.SingleLayer.Reflection=1
  270. r.Water.SingleLayer.SSR=1
  271. r.Water.SingleLayer.SSRTAA=1
  272. r.Water.SingleLayer=1
  273.  
  274. ; =====================================
  275. ; ✩░▒▓▆▅▃▂▁ SSAO SETTINGS ▁▂▃▅▆▓▒░✩
  276. ; =====================================
  277. ;Disables to use  Ground Truth Ambient Occlusion (GTAO) feature
  278. [/Script/Engine.RendererSettings]
  279. r.SSAO.Method=0                       ; Disable SSAO (0)
  280. r.SSAO.Quality=0                      ; Set SSAO quality to low (0)
  281. r.SSAO.SampleSet=0                    ; Use the default sample set for SSAO (0)
  282. r.SSAO.MaxViewDistance=10000.0        ; Limit the maximum distance over which SSAO is applied
  283. r.SSAO.HalfResolution=0               ; Disable half-resolution SSAO
  284. r.SSAO.BlurRadius=0                   ; Disable SSAO blur
  285. r.SSAO.BlurSharpness=0.0              ; Set SSAO blur sharpness to 0 (no blur)
  286. r.SSAO.BlurPasses=1                   ; Use a single pass for SSAO blur
  287. r.SSAO.DepthBias=0.0                  ; Set SSAO depth bias to 0 (no bias)
  288. r.SSAO.DirtyTranslucencySupport=1     ; Enable SSAO for dirty (unshadowed) translucent surfaces
  289. r.SSAO.Downsampling=1                 ; Enable SSAO downsampling for performance (1)
  290. r.SSAO.ScreenSpaceRadius=0.5          ; Set SSAO screen space radius to 0.5 (adjust to your liking)
  291. r.SSAO.MinRadius=0.02                 ; Set SSAO minimum radius (adjust to your liking)
  292. r.SSAO.SampleRadiusScale=0.3          ; Scale the SSAO sample radius (adjust to your liking)
  293. r.SSAO.Intensity=1.0                  ; Set SSAO intensity to 1 (adjust to your liking)
  294. r.SSAO.AutoCompute=0                  ; Disable automatic computation of SSAO (for manual tweaking)
  295.  
  296. [/Script/Engine.RendererOverrideSettings]
  297. r.SSAO.Enable=False                        ; Enable SSAO effect
  298.  
  299. [/Script/Engine.RendererSettings]
  300. r.SSAO.Enable=False                        ; Enable SSAO effect (added for clarity, can be removed if desired)
  301.  
  302. ; =======================================================
  303. ; ✩░▒▓▆▅▃▂▁ Global Illumination settings. ▁▂▃▅▆▓▒░✩
  304. ; =======================================================
  305. [SystemSettings]
  306. r.DefaultFeature.AmbientOcclusion=True     ; Disables default ambient occlusion
  307. r.Lumen.Reflections=1               ; Enable Lumen reflections for realistic lighting
  308. r.Lumen.Radiosity=1                 ; Enable dynamic GI using Lumen
  309. r.GlobalIlluminationQuality=3       ; Adjust GI quality (1=Low, 2=Medium, 3=High, 4=Epic)
  310. r.GI.SkyLightingQuality=3           ; Enhance sky lighting effects for GI
  311. r.GI.ReflectionOcclusion=1          ; Enable reflection occlusion for better realism
  312. r.GI.EnableSecondBounce=1           ; Enable secondary light bounce for more natural illumination
  313. r.Lumen.GlobalIllumination=1
  314. r.Lumen.DiffuseIndirect.AsyncCompute=1
  315. r.Lumen.HardwareRayTracing.Inline=1
  316. r.Lumen.HardwareRayTracing.LightingMode=3
  317. r.Lumen.HardwareRayTracing=1
  318. r.Lumen.RadianceCache.HardwareRayTracing.Retrace.FarField=1
  319. r.Lumen.RadianceCache.HardwareRayTracing.TemporaryBufferAllocationDownsampleFactor=0
  320. r.Lumen.Reflections.AsyncCompute=1
  321. r.Lumen.Reflections.BilateralFilter.StrongBlurVarianceThreshold=0.9
  322. r.Lumen.Reflections.DownsampleFactor=0
  323. r.Lumen.Reflections.HardwareRayTracing.Retrace.FarField=1
  324. r.Lumen.Reflections.HardwareRayTracing.Retrace.HitLighting=1
  325. r.Lumen.Reflections.MaxRoughnessToTrace=0.4
  326. r.Lumen.Reflections.ScreenSpaceReconstruction=0
  327. r.Lumen.Reflections.ScreenTraces=1
  328. r.Lumen.Reflections.SmoothBias=1
  329. r.Lumen.Reflections.TraceMeshSDFs=1
  330. r.Lumen.ScreenProbeGather.DownsampleFactor=16
  331. r.Lumen.ScreenProbeGather.HardwareRayTracing.Retrace.FarField=1
  332. r.Lumen.ScreenProbeGather.HardwareRayTracing=1
  333. r.Lumen.ScreenProbeGather.TwoSidedFoliageBackfaceDiffuse=1
  334. r.Lumen.SkylightLeaking.Roughness=0.1
  335. r.Lumen.TranslucencyReflections.FrontLayer.Allow=1
  336. r.Lumen.TranslucencyReflections.RadianceCache=0
  337. r.LumenScene.FarField=1
  338. r.LumenScene.Lighting.AsyncCompute=1
  339. r.Lumen.TranslucencyReflections.MarkDownsampleFactor=0
  340. r.Lumen.TranslucencyReflections.FrontLayer.RelativeDepthThreshold=1.5
  341.  
  342.  
  343. ; ========================================================================================
  344. ; ✩░▒▓▆▅▃▂▁ Ambient Occlusion and Ground Truth Ambient Occlusion settings. ▁▂▃▅▆▓▒░✩
  345. ; ========================================================================================
  346. [/Script/Engine.RendererSettings]
  347. r.AmbientOcclusion=1    ; Enables screen-space ambient occlusion
  348. r.AmbientOcclusionLevels=4                  ; Sets the number of ambient occlusion levels (0 = off, 1 = low, 2 = high)
  349. r.AmbientOcclusion.Intensity=1.5            ; Increase AO intensity for better shadow definition
  350. r.AmbientOcclusion.RadiusScale=1.15          ; Widen AO radius for smoother results
  351. r.AmbientOcclusionStaticFraction=0.0        ; Sets the fraction of static occlusion
  352. r.AmbientOcclusion.FadeDistance=9000.0      ; Extend fade-out distance for AO
  353. r.AllowOcclusionQueries=1                   ; Enables occlusion queries for performance improvement
  354. r.AmbientOcclusionRadiusScale=1.6 ; Increase shadow spread radius
  355.  
  356. r.GTAO=1                ; Enables Ground Truth Ambient Occlusion (GTAO)
  357. r.GTAO.Enable=True              ; Enables GTAO for Ground Truth Ambient Occlusion
  358. r.AmbientOcclusion.Method=1     ; Sets the method for ambient occlusion (1 = screen-space, 2 = ray tracing)
  359. r.GTAO.FalloffEnd=300           ; Distance at which the occlusion completes the fall-off
  360. r.GTAO.SpatialFilter=0          ; Enable Spatial Filter for GTAO (0: Off, 1: On)
  361. r.GTAO.NumAngles=2              ; Number of angles chosen per pixel for GTAO (must be between 1 and 16)
  362. r.GTAO.UseNormals=1             ; Whether to use GBuffer Normals or Depth Derived normals for GTAO (0: Off, 1: On)
  363. r.GTAO.ThicknessBlend=0.2       ; A heuristic to bias occlusion for thin or thick objects (0: Off, >0: On, bigger values reduce occlusion)
  364. r.GTAO.Combined=1               ; Enable combining GTAO with other ambient occlusion methods (0: Off, 1: On)
  365. r.GTAO.Downsample=1             ; Perform GTAO at half resolution (0: Off, 1: On)
  366. r.GTAO.FalloffStartRatio=0.1    ; Ratio of the r.GTAO.FalloffEnd value at which it starts to fall off (must be between 0 and 1)
  367. r.GTAO.TemporalFilter=1         ; Enable Temporal Filter for GTAO (0: Off, 1: On)
  368. r.GTAO.Upsample=1               ; Enable Simple or Depth-aware upsample filter for GTAO (0: Simple, 1: DepthAware)
  369. r.GTAO.PauseJitter=0            ; Whether to pause Jitter when Temporal filter is off (0: Off, 1: On)
  370. r.GTAO.FilterWidth=4            ; Size of the noise pattern and filter width (5: 5x5 Pattern, 4: 4x4 Pattern)
  371. r.GTAO.Intensity=1.2
  372.  
  373. [/Script/Engine.GTAOSettings]
  374. r.GTAO.Resolution=50                   ; Resolution factor for GTAO (lower values improve performance)
  375. r.GTAO.SampleSet=1                     ; Sample set index for GTAO (1 is the default)
  376. r.GTAO.Bias=0.4                        ; Bias factor for GTAO (higher values increase occlusion)
  377. r.GTAO.Power=1.0                       ; Power factor for GTAO (higher values increase occlusion)
  378. r.GTAO.MaxDistance=1000.0              ; Maximum distance for GTAO (higher values increase occlusion range)
  379. r.GTAO.HorizonAngle=1.5                ; Horizon angle for GTAO (higher values increase occlusion near horizon)
  380. r.GTAO.NumSteps=8                      ; Number of occlusion steps for GTAO (higher values increase quality)
  381. r.GTAO.NumDirections=4                 ; Number of directions for GTAO (higher values increase quality)
  382. r.GTAO.NumCutoutSamples=4              ; Number of cutout samples for GTAO (higher values increase quality)
  383. r.GTAO.NumCutoutSampleIterations=2     ; Number of cutout sample iterations for GTAO (higher values increase quality)
  384. r.GTAO.NumRandomRotations=8            ; Number of random rotations for GTAO (higher values increase quality)
  385.  
  386. ; ========================================
  387. ; ✩░▒▓▆▅▃▂▁ SHADOWS SETTINGS ▁▂▃▅▆▓▒░✩
  388. ; ========================================
  389. [/Script/Engine.RendererSettings]
  390. r.Shadow.MaxResolution=4096                         ; DEF 2048, 512/1024 for PERFORMANCE , 4096=high                
  391. r.Shadow.MinResolution=32                           ; Minimum resolution for shadows
  392. r.Shadow.MaxCSMResolution=1536                     ; Maximum cascaded shadow map resolution 512 performance
  393. r.Shadow.MaxCascades=4                             ; Maximum number of cascades for directional lights 4 high DEF 3, 1 or 2 for PERFORMANCE
  394. r.Shadow.CSM.MaxCascades=5
  395. r.Shadow.CSM.TransitionScale=2                   ; Sets the transition scale for cascaded shadow maps DEF 0.8
  396. r.Shadow.DistanceScale=2                         ; Distance scale for shadow rendering DEF 0.85, 7=Very high, also Controls the distance at which grass shadows will begin to fade out from the camera
  397. r.Shadow.RadiusThreshold=0.005                     ; DEF 0.04, Threshold for shadow rendering
  398. r.Shadow.CSM.FadeResolution=128                     ; Fade resolution for cascaded shadow maps
  399. r.Shadow.CSM.SplitPenumbraScale=0.1                ; Scale factor for split penumbra
  400. r.Shadow.CSM.SplitDepthBiasScale=0.01              ; Scale factor for split depth bias
  401. r.Shadow.TexelsPerPixel=3                          ; Number of texels per screen pixel for shadow rendering
  402. r.Shadow.NumDynamicShadowCascades=4                ; Number of dynamic shadow cascades
  403. r.Shadow.CSM.NumCascades=4                         ; Number of cascades for cascaded shadow maps
  404. r.Shadow.CSM.DepthRange=3000                       ; Depth range for cascaded shadow maps
  405. r.Shadow.CSM.CascadeDistributionExponent=3.0       ; Distribution exponent for cascades
  406. r.Shadow.CSM.CascadeTransitionFraction=0.1         ; Transition fraction for cascades
  407. r.Shadow.FadeResolution=128                        ; Fade resolution for shadow rendering
  408. r.Shadow.MaxFadeDistance=6000                      ; Maximum fade distance for shadow rendering
  409. r.Shadow.MinPreShadowResolution=8                  ; Minimum resolution for pre-shadow rendering
  410. r.Shadow.PreShadowResolutionFactor=0.5             ; Sets the pre-shadow resolution factor
  411. r.Shadow.CSM.DepthBias=0                           ; Depth bias for cascaded shadow maps
  412. r.Shadow.RadiusThresholdMultiplier=1.0             ; Radius threshold multiplier for shadow rendering
  413. r.Mobile.EnableStaticAndCSMShadowReceivers=0       ; Static and cascaded shadow receivers disabled for mobile devices, improving performance.
  414. r.Shadow.CachedShadowsCastFromMovablePrimitives=1  ; DEF 1, 0 for PERFORMANCE
  415. r.Shadow.CacheWholeSceneShadows=1                  ; DEF 1
  416. r.Shadow.CacheWPOPrimitives=0                      ; DEF 0
  417. r.Shadow.CSMDepthBias=8                            ; DEF 10
  418. r.Shadow.FilterMethod=0                            ; DEF 0, 1=on. uses Nvidia's PCSS shadow technology, which makes shadows diffuse and get softer the further they are from the source object.
  419. r.Shadow.MaxCSMResolution=4096                     ; DEF 2048, 1024 for PERFORMANCE , 4096=high
  420. r.Shadow.MaxNumPointShadowCacheUpdatesPerFrame=-1  ; DEF -1
  421. r.Shadow.MaxNumSpotShadowCacheUpdatesPerFrame=-1   ; DEF -1
  422. r.Shadow.OcclusionCullCascadedShadowMaps=0         ; DEF 0
  423. r.Shadow.PointLightDepthBias=0.02                  ; DEF 0.02
  424. r.Shadow.PointLightSlopeScaleDepthBias=3           ; DEF 3
  425. r.Shadow.SpotLightTransitionScale=60               ; DEF 60, 7=high faster
  426. r.Shadow.TransitionScale=2                      ; Smooth shadow transition
  427. r.ShadowQuality=5                                  ; DEF 4, 3 for PERFORMANCE
  428. r.Shadow.CSMResolution=256                         ; Controls the resolution of grass shadows
  429. r.Shadow.CSMSplitCount=4                           ; Determines the number of cascades for grass shadow maps
  430. r.Shadow.WholeSceneShadowCacheMb=4096
  431. r.ContactShadows=1
  432.  
  433. ; ==================================
  434. ; ✩░▒▓▆▅▃▂▁ RAYTRACING ▁▂▃▅▆▓▒░✩
  435. ; ==================================
  436. [Script/Engine.RendererSettings]
  437. r.DefaultFeature.RayTracing=1             ; Enable ray tracing
  438. r.RayTracing=1                            ; Enable global ray tracing
  439.  
  440. ; Performance settings
  441. r.RayTracing.Reflections.MaxRoughness=1.0 ; Limit reflection roughness
  442. r.RayTracing.Shadows.MaxCSMRadius=0       ; Disable cascaded shadow map radius for ray tracing
  443. r.RayTracing.AmbientOcclusion.MaxFullResolutionSamplesPerPixel=4 ; Lower samples for AO
  444. r.RayTracing.GlobalIllumination.SamplesPerPixel=2 ; Minimum GI samples for balance
  445. r.RayTracing.TranslucencyLightingVolumeDim=4 ; Lower translucency resolution
  446. r.RayTracing.SkyLight.MaxSamplesPerPixel=1 ; Keep skylight samples minimal
  447.  
  448. ; Additional settings
  449. r.RayTracing.UseTextureLod=1             ; Use Texture LOD for better performance
  450. r.RayTracing.ForceAllRayTracingEffects=0 ; Disable forcing all effects
  451.  
  452. ; Quality settings
  453. r.RayTracing.Quality=1                   ; Balanced quality
  454. r.RayTracing.Reflections.MaxBounces=1    ; One reflection bounce
  455. r.RayTracing.Shadows.MaxRayDistance=2000 ; Shorter ray distance for shadows
  456. r.RayTracing.AmbientOcclusion.MaxRayDistance=350 ; Shorter AO ray distance
  457.  
  458. ; Memory and Cache
  459. r.RayTracing.Cache.NumGB=6               ; Limit cache to 6GB
  460. r.RayTracing.Cache.SampleFactor=1        ; Minimal caching for stability
  461.  
  462. ; Debugging
  463. r.RayTracing.Debug.VisualizeMeshBVH=0    ; Disable debug visualization
  464. r.RayTracing.Debug.VisualizeMaterialGBuffer=0 ; Disable debug visualization
  465.  
  466. ; ===============================================
  467. ; ✩░▒▓▆▅▃▂▁ INTEL Xe SUPER SAMPLING ▁▂▃▅▆▓▒░✩
  468. ; ===============================================
  469. ;r.TemporalAA.Upsampling=1 needed below in AA section
  470. [/Script/Engine.RendererSettings]
  471. r.IntelXeSS.Enabled=1                   ; Enable Intel XeSS
  472. r.IntelXeSS.Quality=2                   ; Set Intel XeSS quality level (0 = Performance, 1 = Balanced, 2 = Quality)
  473. r.IntelXeSS.Sharpening=0.0              ; Set Intel XeSS sharpening strength (0.0 to 1.0)
  474.  
  475. ; Optional Settings
  476. r.IntelXeSS.Denoising=1                 ; Enable Intel XeSS denoising (0 = Off, 1 = On)
  477. r.IntelXeSS.DenoisingStrength=0.75      ; Set Intel XeSS denoising strength (0.0 to 1.0)
  478. r.IntelXeSS.Smoothness=0.5              ; Set Intel XeSS smoothness factor (0.0 to 1.0)
  479.  
  480. ; Advanced Settings
  481. r.IntelXeSS.RayTracingResolution=1.0    ; Set Intel XeSS ray tracing resolution scale (0.1 to 2.0)
  482. r.IntelXeSS.RayTracingUpsample=1        ; Enable Intel XeSS upsampling for ray tracing (0 = Off, 1 = On)
  483.  
  484. ; ====================================
  485. ; ✩░▒▓▆▅▃▂▁ ANTIALIASING ▁▂▃▅▆▓▒░✩
  486. ; ====================================
  487. [/Script/Engine.RendererSettings]
  488. r.PostProcessAAQuality=6                       ; Adjusts the quality of post-process anti-aliasing, including FXAA, 6=Activates TAA on unsuported games, 1 or 2 FXAA, 3 or 4 5 6 TAA 0 OFF, 0 = Low.
  489. r.DefaultFeature.AntiAliasing=4                ; Set the anti-aliasing quality. Values: 0 (off), 1 = MSAA, 2 (FXAA), 4 (TemporalAA), 6 (MSAA), 8 (TAA)
  490. r.TemporalAACurrentFrameWeight=0.1             ; Controls the blend weight of the current frame for TemporalAA (;0.4 gives a lot of clarity but more shimmering; 0.05 would be my lower maximum to reduce flickering in exchange for blur in motion)
  491. r.TemporalAASamples=16                          ; Number of samples per pixel for TemporalAA. Higher values may result in better quality but increased performance cost (4 or 8 gives more shimmering but better AA) =4, DEF 8, 16, 32, 64
  492.  
  493. ; TXAA settings
  494. r.TemporalAA.Upsampling=1                      ; Enable upsampling for better quality. Enable Intel XeSS =1, 0=Disable default Unreal Engine 4 upsamplingEnable Intel XeSS for upsampling 0 disable default Unreal Engine 4 upsampling
  495.  
  496. r.TemporalAA.Upsampling.NumMips=3              ; Number of MIP levels to use for upsampling
  497. r.TemporalAA.Upsampling.MinMipCount=1          ; Minimum MIP level to use for upsampling
  498. r.TemporalAA.Upsampling.MaxFilterWidth=16      ; Maximum filter width for upsampling
  499. r.TemporalAA.Upsampling.Sharpen=0.0            ; Adjust the sharpness of the upsampling filter
  500. r.TemporalAA.Upsampling.ViewDistanceScale=1.0  ; Scale the upsampling effect based on view distance
  501.  
  502. ; Additional settings for fine-tuning TXAA
  503. r.TemporalAA.HistoryConvolution.BoxSigma=0.1    ; Sigma value for the box filter used in the history convolution
  504. r.TemporalAA.HistoryConvolution.Sharpen=0.0     ; Adjust the sharpness of the history convolution filter
  505. r.TemporalAA.HistoryConvolution.FastFilter=0    ; Enable fast filtering for history convolution
  506. r.TemporalAA.Upsampling.DepthJitter=0           ; Amount of depth jittering for upsampling
  507. r.TemporalAA.Upsampling.PatternJitter=0         ; Amount of pattern jittering for upsampling
  508. r.TemporalACCatmullRom=1
  509. r.TemporalAAPauseCorrect=1                      ; DEF 1
  510. r.TemporalAASharpen=0.5                         ;To change the level of sharpening for "r.TemporalAASharpen=", (0.1 , 0.2 , 0.3 , 0.4 = Lower to Higher TAA Sharpening).
  511. r.TemporalAADynamicSharpen=0.0
  512. r.TemporalAAFilterSize=0.8                      ; 0.0 = sharper/aliased, 1.0 = default smooth/blurry
  513. r.TemporalAASharpness=0.0                       ; DEF 1
  514. r.TemporalAACatmullRom=1                        ; DEF 0
  515. r.TemporalAA.Algorithm=1
  516.  
  517. ; FXAA settings
  518. ; FXAA quality settings
  519. r.FXAA.Quality=3
  520. r.TonemapperQuality=0            ; 0 = Low, 1 = High - Adjusts the tonemapper quality used with FXAA
  521.  
  522. ; FXAA performance settings
  523. r.ForcePrecomputedVisibility=0   ; 0 = Disabled, 1 = Enabled - Disables precomputed visibility to improve performance with FXAA
  524. r.AllowLandscapeShadows=1        ; 0 = Disabled, 1 = Enabled - Disables landscape shadows for better FXAA performance
  525. ; r.AllowStaticLighting=1         ; 0 = Disabled, 1 = Enabled - Allows static lighting to improve FXAA performance **this setting is in lighting section.**
  526.  
  527. ; FXAA optimizations
  528. r.AllowHMDWarp=1                 ; 0 = Disabled, 1 = Enabled - Enables distortion for VR rendering
  529. r.OneFrameThreadLag=0            ; 0 = Disabled, 1 = Enabled - Reduces latency by lagging the frame output by one frame
  530.  
  531. r.Upscale.Quality=3              ; 0-5, 3 = default
  532.  
  533. ; ====================================
  534. ; ✩░▒▓▆▅▃▂▁ REFLECTIONS ▁▂▃▅▆▓▒░✩
  535. ; ====================================
  536. [/Script/Engine.RendererOverrideSettings]
  537. r.SSR.Quality=3                                    ; Disable screen space reflections for improved performance.
  538. r.SSR.MaxRoughness=0.8                             ; Adjusts the maximum roughness for screen space reflections.
  539. r.SSR.RayMaxRoughness=0.2                          ; Adjusts the maximum roughness for ray traced reflections.
  540. r.SSR.Quality=0                                    ; Disables screen space reflections for improved performance.
  541. r.SSR.HalfRes=False                                ; Disables half-resolution reflections for improved quality.
  542. r.SSR.Temporal=1                                   ; Temporal screen space reflections (SSR) disabled for improved performance.
  543. r.SSR.Stencil=0                                    ; Stencil for screen space reflections (SSR) disabled for improved performance.
  544. r.SSR.HalfResSceneColor=1                          ; Half-resolution scene color enabled for screen space reflections (SSR), improving performance.
  545.  
  546. [/Script/Engine.RendererSettings]
  547. r.ReflectionEnvironment=1                                ; Enables reflection environment
  548. r.ReflectionCaptureResolution=2048                       ; Sets the resolution of reflection captures to 256x256 0r 128 for performance.
  549. r.ReflectionEnvironmentLightmapMixBasedOnRoughness=1     ; Enables roughness-based mix of reflection environment lightmap.
  550. r.ReflectionEnvironmentLightmapMixLargestWeight=1.0      ; Sets the weight for the largest mip of the reflection environment lightmap.
  551. r.ReflectionEnvironmentLightmapMixFinalWeighting=0.5     ; Sets the weighting for the final calculation of the reflection environment lightmap.
  552. r.ReflectionCaptureResolutionSkylight=128                ; Sets the resolution for skylight reflection captures
  553. r.ReflectionEnvironmentResolution=128                    ; Sets the resolution for the reflection environment
  554. r.ForceLQReflections=1                                   ; Low-quality reflections forced for improved performance.
  555. r.ReflectionsQuality=3                                   ; Reflection quality (0 to 4, higher values provide better quality but may impact performance)
  556. r.ReflectionsMaxRoughness=0.8                            ; Maximum roughness value for reflections
  557. r.ReflectionsSamplesPerPixel=4                           ; Number of reflection samples per pixel
  558. r.RefractionQuality=0                                    ; Refraction quality set to 0, disabling it for performance.
  559.  
  560. ; ============================================
  561. ; ✩░▒▓▆▅▃▂▁ CHROMATIC ABERRATION ▁▂▃▅▆▓▒░✩
  562. ; ============================================
  563. [/Script/Engine.RendererOverrideSettings]
  564. ; ChromaticAberration Off
  565. r.ChromaticAberration=False                      ; Disable chromatic aberration for better performance
  566.  
  567. [/Script/Engine.RendererSettings]
  568. r.ChromaticAberration=False                      ; Disable chromatic aberration for better performance
  569.  
  570. ; ====================================
  571. ; ✩░▒▓▆▅▃▂▁ MOTIONBLUR ▁▂▃▅▆▓▒░✩
  572. ; ====================================
  573. [SystemSettings]
  574. ; MotionBlur Off
  575. r.DefaultFeature.MotionBlur=false
  576. r.MotionBlurQuality=0                           ; This setting controls the quality level of motion blur
  577. r.MotionBlur.Scale=2.0                          ; This setting determines the scale or intensity of motion blur
  578. r.FastBlurThreshold=0                           ; This setting controls the threshold for fast blur
  579. r.TranslucencyVolumeBlur=0                      ; This setting controls the volume blur for translucency
  580. r.MotionBlur.Amount=0
  581. r.MotionBlurSeparable=0
  582. r.MotionBlur.Max=0
  583.  
  584. ; ===========================
  585. ; ✩░▒▓▆▅▃▂▁ DOF ▁▂▃▅▆▓▒░✩
  586. ; ===========================
  587. [/Script/Engine.Engine]
  588. ; DepthOfField Off
  589. r.DefaultFeature.DepthOfField=False
  590. r.DepthofFieldQuality=0                  ; disabling it for performance Sets the quality level for Depth of Field in the post-process settings. Adjust as needed (0-3). Higher values provide better quality at the expense of performance.
  591. r.GaussianDOF=0
  592. r.DepthOfField.FarBlur=0
  593. r.DOF.Kernel.MaxBackgroundRadius=0.0000
  594.  
  595. [/Script/Engine.RendererSettings]
  596. r.DepthOfFieldQuality=0                  ; Disabling it for performance. Sets the quality level for Depth of Field in the post-process settings. Adjust as needed (0-3). Higher values provide better quality at the expense of performance.
  597. r.DepthOfField.MaxBokehSize=64           ; Controls the maximum size of the bokeh. Increase this value for larger, more pronounced bokeh.
  598. r.DepthOfField.MaxNearBlurSize=32        ; Sets the maximum size of the near blur. Increase this value for a stronger near blur effect.
  599. r.DepthOfField.MaxFarBlurSize=256        ; Sets the maximum size of the far blur. Increase this value for a stronger far blur effect.
  600. r.DepthOfField.FarBlurKernelSize=32      ; Controls the kernel size for the far blur. Adjust as needed for a desired level of blurring.
  601. r.DepthOfField.NearBlurKernelSize=16     ; Controls the kernel size for the near blur. Adjust as needed for a desired level of blurring.
  602. r.DepthOfField.DepthBlurRadius=0.5       ; Controls the radius of the depth blur effect. Adjust as needed for a desired level of blurring.
  603. r.DepthOfField.DepthBlurAmount=1.0       ; Controls the overall amount of depth blur effect. Increase this value for a stronger depth blur.
  604. r.DepthOfField.FocalDistanceScale=1.0    ; Adjusts the scale of the focal distance. Increase this value to make the depth of field effect focus on objects closer to the camera.
  605. r.DepthOfFieldFocalRegion=0.3            ; Controls the region around the focal distance that will be in focus. A higher value means a larger region in focus.
  606. r.DepthOfFieldNearTransitionRegion=0.15  ; Controls the transition region between the focused and unfocused areas near the camera.
  607. r.DepthOfFieldFarTransitionRegion=0.15   ; Controls the transition region between the focused and unfocused areas far from the camera.
  608. r.DepthOfFieldQualityThreshold=16        ; Sets the quality threshold for depth of field. Increase this value for a higher threshold, resulting in more objects being considered for depth of field calculations.
  609. r.DepthOfField.MotionBlurAmount=0.5      ; Controls the amount of motion blur applied in the depth of field effect. Increase this value for a stronger motion blur effect.
  610. r.DepthOfField.MaxBokehBlurRadius=64     ; Controls the maximum blur radius for bokeh. Increase this value for a larger, more blurred bokeh effect.
  611. r.DepthOfField.BokehRadiusScale=2.0      ; Scales the radius of the bokeh. Increase this value for a larger bokeh effect.
  612. r.DepthOfField.BokehShape=0.5            ; Sets the shape of the bokeh. Adjust as needed for different bokeh shapes.
  613. r.DepthOfField.FarTransitionOffset=500.0 ; Adjusts the offset for the far transition region. Increase this value to shift the transition region further away from the camera.
  614. r.DepthOfField.NearTransitionOffset=0.0  ; Adjusts the offset for the near transition region. Increase this value to shift the transition region closer to the camera.
  615.  
  616. ; ================================
  617. ; ✩░▒▓▆▅▃▂▁ LIGHTING ▁▂▃▅▆▓▒░✩
  618. ; ================================
  619. [/Script/Engine.RendererSettings]
  620. ; Light functions settings
  621. r.DefaultFeature.LightFunctions=1               ; Enables light functions
  622. r.LightFunctionQuality=1                        ; Sets the light function quality (0 = low, 1 = high)
  623. r.TranslucencyLightingVolumeDim=8               ; Dimensions of the lighting volume for translucent materials set to 8, reducing memory usage. 24=High
  624. r.LightMaxDrawDistanceScale=10                  ; Maximum draw distance of lights.
  625. r.AllowStaticLighting=0                         ; Disable static lighting to rely more on dynamic lighting and color accuracy. Disable reduce memory usage
  626. r.LightPropagationVolume=0                      ; Light propagation volume (LPV) disabled for improved performance.
  627.  
  628. ; Light shafts settings (also known as God rays)
  629. r.LightShaftQuality=1                           ; Sets the light shaft quality (0 = low, 1 = high) set to 0, disabling it for performance.
  630.  
  631. ; Particle system settings
  632. r.ParticleLightQuality=1                        ; Sets the particle light quality (0 = low, 1 = high)
  633.  
  634. ; Miscellaneous settings
  635. r.LightCullingQuality=1                         ;Light culling quality set to 1 for improved performance.
  636.  
  637. ; LensFlare
  638. r.LensFlareIntensity=0.3                  ; Set the lens flare intensity for the overall scene
  639. r.LensFlareThreshold=0.8                  ; Set the lens flare threshold for the overall scene
  640. r.LensFlareSize=0.05                      ; Set the lens flare size for the overall scene
  641. r.LensFlareQuality=1                      ;r.LensFlareQuality determines the quality of lens flares in the game.0 disables lens flares, while higher values increase the quality.
  642. r.LensFlareBokehShape=0                   ;r.LensFlareBokehShape determines the shape of the bokeh used in lens flares.0 for circular bokeh, 1 for hexagonal bokeh, and 2 for octagonal bokeh.
  643. r.LensFlareOcclusion=1                    ;r.LensFlareOcclusion determines whether lens flares can be occluded by other objects in the scene. 0 disables occlusion, while 1 enables occlusion.
  644. r.LensFlareOcclusionQueries=1             ;r.LensFlareOcclusionQueries determines the method used for occlusion queries with lens flares.0 for software occlusion queries, 1 for hardware occlusion queries.
  645. r.LensFlareOcclusionMaskDarkening=0.2     ;r.LensFlareOcclusionMaskDarkening determines the amount of darkening applied to occluded lens flares. 0 disables darkening, while higher values increase the effect.
  646. r.LensFlareOcclusionDepthRange=1000       ;r.LensFlareOcclusionDepthRange determines the depth range for occlusion queries with lens flares. =1000 sets the depth range in centimeters.
  647.  
  648. ; ===========================
  649. ; ✩░▒▓▆▅▃▂▁ FOG ▁▂▃▅▆▓▒░✩
  650. ; ===========================
  651. [/Script/Engine.RendererSettings]
  652. ; Fog related settings some in sky weather settings section to.
  653. r.Fog=1                                                                      ; Enables or disables fog in the scene. Set to 1 to enable fog, or 0 to disable.
  654. r.FogDensity=0.013                                                             ; Sets the overall density of the fog. Higher values result in denser fog, while lower values create thinner fog.
  655. r.FogHeightFalloff=0.2                                                       ; Specifies how quickly the fog density changes with altitude. Higher values result in a steeper falloff, while lower values create a more gradual transition.
  656. r.FogMaxOpacity=1.0                                                          ; Sets the maximum opacity of the fog. The fog will appear fully opaque at this value.
  657. r.FogStartDistance=400.0                                                    ; Specifies the distance from the camera at which the fog begins. Objects beyond this distance will be affected by the fog.
  658. r.FogEndDistance=5000.0                                                      ; Specifies the distance from the camera at which the fog completely obscures objects. Objects beyond this distance will be completely hidden by the fog.
  659. r.FogColor=0.7, 0.7, 0.8                                                     ; Sets the color of the fog. This value represents RGB values, where 0.0 is black and 1.0 is white. Adjust the values to achieve the desired fog color.
  660. r.FogInscatteringColor=0.5, 0.5, 0.5                                         ; Sets the color of the light that is scattered by the fog. This value represents RGB values, where 0.0 is black and 1.0 is white. Adjust the values to achieve the desired inscattering color.
  661. ; r.FogInscatteringTexture=Texture2D'EngineResources.WhiteSquareTexture'       ; Specifies a texture that controls the inscattering of light by the fog. You can assign a texture asset here.
  662. r.FogInscatteringTextureTint=1.0, 1.0, 1.0                                   ; Sets the tint color for the fog inscattering texture. This value represents RGB values, where 0.0 is black and 1.0 is white. Adjust the values to achieve the desired tint color.
  663. r.FogStartDistanceForOpaque=1000.0                                           ; Specifies the distance from the camera at which the fog starts to become fully opaque. Objects beyond this distance will be fully obscured by the fog.
  664. r.FogDistanceScale=1.0                                                       ; Adjusts the overall scale of the fog distance. Higher values increase the distance at which fog begins and ends, while lower values decrease it.
  665. r.VolumetricFog=1                                                            ; Enable volumetric fog for depth
  666.  
  667. ; =============================
  668. ; ✩░▒▓▆▅▃▂▁ GRASS ▁▂▃▅▆▓▒░✩
  669. ; =============================
  670. [/Script/Engine.Engine]
  671. ; Grass settings (3 option in shadows section that effect grass)
  672. r.Grass.FadeRange=5000                         ; Controls the distance at which grass will begin to fade out from the camera
  673. r.Grass.MaxDrawDistance=10000                  ; Controls the maximum draw distance for grass
  674. r.Grass.MinScreenSize=0.1                      ; Determines the minimum screen size a grass blade must occupy to be drawn
  675. r.Grass.DensityScale=2                       ; Controls the density of grass blades 2 high, DEF 1, 0.6 for PERFORMANCE
  676. r.Grass.WidthScale=1.0                         ; Controls the thickness of grass blades
  677. r.Grass.EnableShadows=1                        ; Enables or disables grass shadows
  678. r.Shadow.CSMResolution=256                     ; Controls the resolution of grass shadows
  679. r.Shadow.CSMSplitCount=4                       ; Determines the number of cascades for grass shadow maps
  680. r.Grass.UseVertexColor=1                       ; Enables or disables grass vertex coloring
  681. r.Grass.MaxClusterInstances=8                  ; Controls the maximum number of grass blades per cluster
  682. r.Grass.MaxClusterComponents=32                ; Controls the maximum number of grass clusters per componen
  683. r.Landscape.EnableGrassVisibilityCulling=1     ; Enables or disables culling of grass based on landscape visibility
  684. r.Landscape.GrassVisibilitySampleCount=16      ; Controls the number of grass samples used for visibility culling
  685. r.Grass.Collision=1                            ; Enables or disables collision of grass with other objects
  686. r.Grass.MaxCollisionPerBlade=4                 ; Controls the maximum number of collisions per grass blade
  687.  
  688. [/Script/Engine.GameUserSettings]
  689. grass.DisableDynamicShadows=0                  ; DEF 0, 1 for PERFORMANCE
  690. grass.TickInterval=10                          ; DEF 1, 10 for PERFORMANCE
  691. grass.MaxUpdateFrequency=40
  692.  
  693. ; ============================
  694. ; ✩░▒▓▆▅▃▂▁ SSGI ▁▂▃▅▆▓▒░✩
  695. ; ============================
  696. ; Disabled to use  Ground Truth Ambient Occlusion (GTAO) feature
  697. [/Script/Engine.RendererSettings]
  698. r.SSGI.Enable=0                         ; Enable Screen Space Global Illumination (SSGI)
  699. r.SSGI.SampleCount=16                   ; Number of samples for SSGI (increase for higher quality, but higher performance cost)
  700. r.SSGI.Integration.Quality=2            ; SSGI integration quality (0-4, 0 being the lowest quality and 4 being the highest)
  701. r.SSGI.HalfResSceneColor=1              ; Use half-resolution scene color for SSGI (improves performance at the cost of some quality)
  702.  
  703. ; Resolution settings
  704. r.SSGI.HalfResSceneDepth=1              ; Use half-resolution scene depth for SSGI (improves performance at the cost of some quality)
  705. r.SSGI.HalfResSceneDepthTemporalAA=1    ; Use half-resolution scene depth for SSGI temporal anti-aliasing (TAA)
  706.  
  707. ; Performance optimizations
  708. r.SSGI.TemporalAccumulation=1           ; Enable temporal accumulation for SSGI (improves quality at the cost of some performance)
  709. r.SSGI.HistoryConvolutionRadius=2       ; Radius for SSGI history convolution (increase for larger influence, but higher performance cost)
  710. r.SSGI.Integration.MaxScreenRadius=0.05 ; Maximum screen radius for SSGI integration (increase for larger influence, but higher performance cost)
  711. ; r.SSGI.Quality=0                        ; DEF 2, 0 for PERFORMANCE but glitchy, has been replaced with "r.DefaultFeature.AntiAliasingQuality"
  712.  
  713. ; ==============================================
  714. ; ✩░▒▓▆▅▃▂▁ SUBSURFACE POSTPROCESS ▁▂▃▅▆▓▒░✩
  715. ; ==============================================
  716. [/Script/Engine.RendererSettings]
  717. r.SubsurfaceScattering=1                             ;# Enables subsurface scattering
  718. r.SSS.Scale=2.5                                      ;# Scale factor for subsurface scattering
  719. r.SSS.Filter=2                                       ;# Subsurface scattering filter mode
  720. r.SSS.Quality=0                                      ;# Subsurface scattering quality level
  721. r.SSS.SampleSet=2                                    ;# Subsurface scattering sample set
  722. r.SSS.Checkerboard=0                                 ;# Disables subsurface scattering checkerboard pattern
  723. r.SSS.HalfRes=0                                      ;# Disables subsurface scattering half resolution
  724. r.SubsurfaceQuality=1                                ;# Subsurface quality level (possibly deprecated)
  725. r.SSS.Burley.NumSamplesOverride=0                    ;# Overrides the number of samples used in Burley subsurface scattering
  726. r.SSS.Burley.Quality=0                               ;# Quality level for Burley subsurface scattering (N/A)
  727. r.SSS.Burley.BilateralFilterKernelFunctionType=1     ;# Burley subsurface scattering bilateral filter kernel function type
  728. r.SSS.Burley.EnableProfileIdCache=1                            
  729.  
  730. [/Script/Engine.RendererOverrideSettings]
  731. r.SubsurfaceScattering=0                              ;# Disables overriding subsurface scattering.
  732.  
  733. ; =========================================
  734. ; ✩░▒▓▆▅▃▂▁ TEXTURE STREAMING ▁▂▃▅▆▓▒░✩
  735. ; =========================================
  736. [/Script/Engine.RendererSettings]
  737. r.TextureStreaming=True
  738. [/Script/Engine.Engine]
  739. bUseBackgroundLevelStreaming=False ;helps ensure that the increased view distance setting persists during gameplay and less streming from disk but higher memory ussage.
  740.  
  741. ;TEXTUREGROUPS
  742. [/Script/Engine.TextureLODSettings]
  743. TEXTUREGROUP_World=(MinLODSize=1,MaxLODSize=8192,LODBias=-15,MinMagFilter=aniso,MipFilter=aniso,MipGenSettings=TMGS_NoMipmaps,NumStreamedMips=-1)
  744. TEXTUREGROUP_WorldNormalMap=(MinLODSize=1,MaxLODSize=8192,LODBias=-15,MinMagFilter=aniso,MipFilter=aniso,MipGenSettings=TMGS_NoMipmaps,NumStreamedMips=-1)
  745. TEXTUREGROUP_WorldSpecular=(MinLODSize=1,MaxLODSize=8192,LODBias=-15,MinMagFilter=aniso,MipFilter=aniso,MipGenSettings=TMGS_Sharpen1,NumStreamedMips=-1)
  746. TEXTUREGROUP_Character=(MinLODSize=1,MaxLODSize=4096,LODBias=-15,MinMagFilter=aniso,MipFilter=aniso,MipGenSettings=TMGS_NoMipmaps,NumStreamedMips=-1)
  747. TEXTUREGROUP_CharacterNormalMap=(MinLODSize=1,MaxLODSize=4096,LODBias=-15,MinMagFilter=aniso,MipFilter=aniso,MipGenSettings=TMGS_NoMipmaps,NumStreamedMips=-1)
  748. TEXTUREGROUP_CharacterSpecular=(MinLODSize=1,MaxLODSize=8192,LODBias=-15,MinMagFilter=aniso,MipFilter=aniso,MipGenSettings=TMGS_Sharpen1,NumStreamedMips=-1)
  749. TEXTUREGROUP_Weapon=(MinLODSize=1,MaxLODSize=8192,LODBias=-15,MinMagFilter=aniso,MipFilter=aniso,MipGenSettings=TMGS_NoMipmaps,NumStreamedMips=-1)
  750. TEXTUREGROUP_WeaponNormalMap=(MinLODSize=1,MaxLODSize=8192,LODBias=-15,MinMagFilter=aniso,MipFilter=aniso,MipGenSettings=TMGS_NoMipmaps,NumStreamedMips=-1)
  751. TEXTUREGROUP_WeaponSpecular=(MinLODSize=1,MaxLODSize=8192,LODBias=-15,MinMagFilter=aniso,MipFilter=aniso,MipGenSettings=TMGS_Sharpen1,NumStreamedMips=-1)
  752. TEXTUREGROUP_Vehicle=(MinLODSize=1,MaxLODSize=8192,LODBias=-15,MinMagFilter=aniso,MipFilter=aniso,MipGenSettings=TMGS_NoMipmaps,NumStreamedMips=-1)
  753. TEXTUREGROUP_VehicleNormalMap=(MinLODSize=1,MaxLODSize=8192,LODBias=-15,MinMagFilter=aniso,MipFilter=aniso,MipGenSettings=TMGS_NoMipmaps,NumStreamedMips=-1)
  754. TEXTUREGROUP_VehicleSpecular=(MinLODSize=1,MaxLODSize=8192,LODBias=-15,MinMagFilter=aniso,MipFilter=aniso,MipGenSettings=TMGS_Sharpen1,NumStreamedMips=-1)
  755. TEXTUREGROUP_Cinematic=(MinLODSize=1,MaxLODSize=8192,LODBias=-15,MinMagFilter=aniso,MipFilter=aniso,MipGenSettings=TMGS_NoMipmaps,NumStreamedMips=-1)
  756. TEXTUREGROUP_Effects=(MinLODSize=1,MaxLODSize=8192,LODBias=-15,MinMagFilter=linear,MipFilter=point,MipGenSettings=TMGS_NoMipmaps,NumStreamedMips=-1)
  757. TEXTUREGROUP_EffectsNotFiltered=(MinLODSize=1,MaxLODSize=8192,LODBias=-15,MinMagFilter=aniso,MipFilter=aniso,MipGenSettings=TMGS_NoMipmaps,NumStreamedMips=-1)
  758. TEXTUREGROUP_Skybox=(MinLODSize=1,MaxLODSize=8192,LODBias=-15,MinMagFilter=aniso,MipFilter=aniso,MipGenSettings=TMGS_NoMipmaps,NumStreamedMips=-1)
  759. TEXTUREGROUP_UI=(MinLODSize=1,MaxLODSize=8192,LODBias=-15,MinMagFilter=aniso,MipFilter=aniso,MipGenSettings=TMGS_NoMipmaps,NumStreamedMips=-1)
  760. TEXTUREGROUP_Lightmap=(MinLODSize=1,MaxLODSize=8192,LODBias=-15,MinMagFilter=aniso,MipFilter=aniso,MipGenSettings=TMGS_Blur5,NumStreamedMips=-1)
  761. TEXTUREGROUP_Shadowmap=(MinLODSize=1,MaxLODSize=8192,LODBias=-15,MinMagFilter=aniso,MipFilter=aniso,MipGenSettings=TMGS_Blur5,NumStreamedMips=-1)
  762. TEXTUREGROUP_RenderTarget=(MinLODSize=1,MaxLODSize=8192,LODBias=-15,MinMagFilter=aniso,MipFilter=aniso,MipGenSettings=TMGS_NoMipmaps,NumStreamedMips=-1)
  763. TEXTUREGROUP_MobileFlattened=(MinLODSize=1,MaxLODSize=8192,LODBias=-15,MinMagFilter=aniso,MipFilter=aniso,MipGenSettings=TMGS_NoMipmaps,NumStreamedMips=-1)
  764. TEXTUREGROUP_Terrain_Heightmap=(MinLODSize=1,MaxLODSize=8192,LODBias=-15,MinMagFilter=aniso,MipFilter=aniso,MipGenSettings=TMGS_NoMipmaps,NumStreamedMips=-1)
  765. TEXTUREGROUP_Terrain_Weightmap=(MinLODSize=1,MaxLODSize=8192,LODBias=-15,MinMagFilter=aniso,MipFilter=aniso,MipGenSettings=TMGS_NoMipmaps,NumStreamedMips=-1)
  766. TEXTUREGROUP_Bokeh=(MinLODSize=1,MaxLODSize=1,LODBias=-15,MinMagFilter=linear,MipFilter=linear)
  767. TEXTUREGROUP_Pixels2D=(MinLODSize=1,MaxLODSize=8192,LODBias=-15,MinMagFilter=point,MipFilter=point)
  768. TEXTUREGROUP_IESLightProfile=(MinLODSize=1,MaxLODSize=8192,LODBias=-15,MinMagFilter=aniso,MipFilter=point)
  769. TEXTUREGROUP_HDR=(MinLODSize=1,MaxLODSize=8192,LODBias=-15,MinMagFilter=aniso,MipFilter=point)
  770. MinLODSize=2048
  771. MaxLODSize=8192
  772.  
  773. [/Script/Engine.RendererSettings]
  774. r.Streaming.FullyLoadUsedTextures=0       ; Configured for performance. It allows textures to be loaded partially instead of fully loading them, improving memory usage.
  775. r.Streaming.DropMips=0                    ; Configured for performance. It disables the dropping of mipmaps, ensuring all mip levels are loaded, which can improve image quality.
  776. r.Streaming.HiddenPrimitiveScale=0.5      ; Configured for performance. It scales down the streaming bounds for hidden primitives, reducing the memory usage for streaming.
  777. r.Streaming.HLODStrategy=0                ; Configured for performance. It disables Hierarchical Level of Detail (HLOD) strategy, which can improve performance at the cost of some visual quality.
  778. r.Streaming.MipBias=-0.5                  ; Configured for performance. can improve performance by reducing the rendering cost of high-resolution textures.
  779. r.Streaming.UseAllMips=1                  ; Configured for performance. It disables the use of all mips, meaning only the highest mip level will be used for rendering, reducing memory usage and potentially improving performance.
  780. r.MaxAnisotropy=16                        ; Configured for performance. It sets the maximum anisotropic filtering level to 8, which balances image quality and performance.
  781. r.Streaming.LimitPoolSizeToVRAM=0         ; Configured for performance. It disables the limitation of the streaming pool size based on available VRAM, allowing the pool size to be set manually.
  782. r.Streaming.PoolSize=7168                 ; Configured for performance. It sets the streaming pool size to 8000 MB, which determines the amount of memory reserved for texture streaming.0 = auto
  783. r.Streaming.MaxTempMemoryAllowed=200     ; Configured for performance. It sets the maximum temporary memory allowed for streaming recomended 16gig RAM/4=4096 MB or 0 MB effectively disabling the use of temporary memory.
  784. r.RenderTargetPoolMin=2048                ; Configured for performance. It sets the minimum size of the render target pool to 2048 MB, which affects the memory allocation for render targets.
  785.  
  786. [TextureStreaming]
  787. r.Streaming.MaxTextureLoadTime=0.1             ; Configured for performance. It sets the maximum texture load time per update to 0.1 milliseconds, controlling the time spent on loading textures.
  788. r.Streaming.MaxTextureRequestTime=0.01         ; Configured for performance. It sets the maximum texture request time per update to 0.01 milliseconds, controlling the time spent on requesting textures.
  789. r.Streaming.NumStreamedMips=1                  ; Configured for performance. It sets the number of streamed mip levels to 1, which reduces memory usage by loading fewer mip levels.
  790. r.Streaming.DistanceScale=0.25                 ; Configured for performance. It scales down the distance at which texture streaming is performed, reducing the memory usage for textures further from the camera.
  791. r.Streaming.MipBias=-0.5                       ; Configured for performance. It applies a negative mip bias, biasing towards higher mip levels, which can improve performance by reducing the rendering cost of high-resolution textures.
  792. r.Streaming.MinTexturePoolSize=1024            ; Configured for performance. It sets the minimum texture pool size to 1024 MB, controlling the amount of memory reserved for textures.
  793. r.Streaming.TargetTexturePoolSize=2048         ; Configured for performance. It sets the target texture pool size to 2048 MB, determining the desired size of the texture pool.
  794. r.Streaming.MaxTempMemoryAllowed=200          ; Configured for performance. It sets the maximum temporary memory allowed for streaming recomended 16gig RAM/4=4096 MB or 0 MB effectively disabling the use of temporary memory.
  795. r.Streaming.MaxEffectiveScreenSizeForDBM=0     ; Configured for performance. It sets the maximum effective screen size for dropped mips (player) to 0, effectively disabling the use of dropped mips for the player.
  796.  
  797. [SystemSettings]
  798. r.LOD.UseObjectScaleOverride=true     ; Configured for performance. It enables the use of object scale override for LOD (Level of Detail), allowing more control over LOD distances.
  799. r.LOD.ObjectScaleOverride=3.0        ; Configured for performance. It sets the object scale override value to 3.0, which affects LOD distances and can improve performance by reducing the level of detail for objects.
  800. r.HLODDistanceFactor=3.0             ; Configured for performance. It sets the HLOD (Hierarchy Level of Detail) distance factor to 3.0, controlling the distance at which HLOD is used, potentially improving performance by reducing the rendering cost of complex objects.
  801.  
  802. [AsyncLoading]
  803. r.Streaming.UseNewMetrics=1   ; Enables new streaming metrics for async loading
  804.  
  805. [TextureStreaming]
  806. r.Streaming.PoolSizeVRAMPercentage=20   ; Sets the percentage of VRAM to be used for texture streaming pool
  807.  
  808. [Engine.Engine]
  809. ;old Unreal 3 settings probably dont work
  810. MinTextureDensity=0.0 ; Adjusted for performance, can be increased if needed
  811. IdealTextureDensity=12.0 ; Adjusted for performance, can be increased if needed
  812. MaxTextureDensity=55.0 ; Adjusted for performance, can be increased if needed
  813.  
  814. MinLightMapDensity=0.0 ; Adjusted for performance, can be increased if needed
  815. IdealLightMapDensity=0.05 ; Adjusted for performance, can be increased if needed
  816. MaxLightMapDensity=0.2 ; Adjusted for performance, can be increased if needed
  817.  
  818. MipFadeInSpeed0=0.0 ; Increased for smoother texture mip transitions DEF 0.3
  819. MipFadeOutSpeed0=0.0 ; Increased for smoother texture mip transitions DEF 0.3
  820. MipFadeInSpeed1=0.0 ; Increased for smoother texture mip transitions DEF 0.3
  821. MipFadeOutSpeed1=0.0 ; Increased for smoother texture mip transitions DEF 0.3
  822.  
  823. ; ===========================================
  824. ; ✩░▒▓▆▅▃▂▁ OTHER OPTIMIZATIONS ▁▂▃▅▆▓▒░✩
  825. ; ===========================================
  826. [SystemSettings]
  827. r.ViewDistanceScale=1.5               ; Adjusts the distance at which objects are rendered
  828. r.ViewDistanceQuality=4               ; Sets the quality level for view distance, 4 epic
  829. r.MaterialQualityLevel=2              ; Controls the quality level for materials
  830. r.FinishCurrentFrame=0                ; Disables waiting for the GPU to finish rendering the current frame
  831. r.CreateShadersOnLoad=1               ; Enables shader compilation on load to reduce stuttering during gameplay
  832. r.Streaming.UseFixedPoolSize=0        ; Disables the use of a fixed pool size for streaming
  833. r.Streaming.PoolSize=7168
  834. r.Streaming.FullyLoadUsedTextures=0   ; 1 = Ensures that used textures are fully loaded into memory, 0 = partially loaded in.
  835. r.Streaming.LimitPoolSizeToVRAM=0     ; Disables limiting the streaming pool size to VRAM
  836. r.Streaming.AmortizeCPUToGPUCopy=1    ; Enables amortization of CPU to GPU texture copies
  837. r.Streaming.MaxTempMemoryAllowed=150 ; Configured for performance. It sets the maximum temporary memory allowed for streaming recomended 16gig RAM/4=4096 MB or 0 MB effectively disabling the use of temporary memory.
  838. r.MaxAnisotropy=16                    ; Sets the maximum level of anisotropic filtering
  839. r.MipMapLODBias=0.5                   ; Sets the level of detail bias for mipmaps
  840. r.Shaders.Optimize=1                  ; Enables shader optimization
  841. r.Shaders.FastMath=1                  ; Enables fast math optimizations for shaders
  842. r.HZBOcclusion=1                      ; Disable hardware occlusion queries for hidden zone removal
  843. r.RenderTargetPoolMin=1000            ; Sets the minimum number of render targets in the pool
  844. r.D3D11.Depth24Bit=0                  ; Disables 24-bit depth buffer for D3D11
  845. r.SkeletalMeshLODBias=-2             ; Sets the level of detail bias for skeletal meshes
  846. r.MSAA.CompositingSampleCount=2
  847. r.ParticleLightQuality=3
  848. r.RefractionQuality=3 (you have r.RefractionQuality=0)
  849. r.ShaderPipelineCache.PreOptimizeEnabled=1
  850. r.ShaderPipelineCache.SaveUserCache=1
  851. r.ShaderPipelineCache.StartupMode=3
  852. r.ShaderPipelineCache.LogPSO=1
  853. r.ShaderPipelineCache.SaveBoundPSOLog=1
  854. r.ShaderPipelineCache.ReportPSO=1
  855. r.ShaderPipelineCache.GameFileMaskEnabled=1
  856. r.ShaderPipelineCache.LazyLoadShadersWhenPSOCacheIsPresent=1
  857. r.ShaderPipelineCache.BatchSize=10
  858. r.Vulkan.PipelineCacheFromShaderPipelineCache=1
  859. r.D3D.ForceDXC=1
  860. r.XGEShaderCompile=1
  861. r.XGEShaderCompile.Mode=1
  862. r.XGEShaderCompile.Xml.BatchGroupSize=256
  863. r.XGEShaderCompile.Xml.BatchSize=16
  864. r.XGEShaderCompile.Xml.JobTimeout=0.500000
  865. r.RHICmdUseParallelAlgorithms=1
  866. r.RHICmdVelocityPassDeferredContexts=1
  867. r.UseAsyncShaderPrecompilation=1
  868. s.AsyncLoadingTimeLimit=2.0
  869. s.LevelStreamingActorsUpdateTimeLimit=1.00
  870. s.UnregisterComponentsTimeLimit=0.00
  871. s.AsyncLoadingUseFullTimeLimit=0
  872. s.ContinuouslyIncrementalGCWhileLevelsPendingPurge=1
  873. s.PriorityAsyncLoadingExtraTime=10.00
  874. s.IoDispatcherCacheSizeMB=2048
  875. s.LevelStreamingComponentsRegistrationGranularity=1
  876. s.LevelStreamingComponentsUnregistrationGranularity=1
  877. s.MaxIncomingRequestsToStall=100
  878. s.MaxReadyRequestsToStallMB=0
  879. s.MinBulkDataSizeForAsyncLoading=1000
  880. ActorSequence.DefaultDisplayRate=120 fps
  881. ActorSequence.DefaultEvaluationType=1
  882. ActorSequence.DefaultTickResolution=120 fps
  883. ControlRigSequence.DefaultDisplayRate=120 fps
  884. ControlRigSequence.DefaultEvaluationType=1
  885. ControlRigSequence.DefaultTickResolution=120 fps
  886. LevelSequence.DefaultDisplayRate=120 fps
  887. LevelSequence.DefaultLockEngineToDisplayRate=1
  888. LevelSequence.DefaultTickResolution=120 fps
  889. MovieScene.LegacyConversionFrameRate=120 fps
  890. r.VolumetricCloud.SkyAO.MaxResolution=256
  891. r.VolumetricFog.LightFunction.Resolution=256
  892. r.ReflectionCapture.EnableLightFunctions=1
  893. r.TSR.History.R11G11B10=1
  894. r.TSR.History.ScreenPercentage=200
  895. r.TSR.History.UpdateQuality=3
  896. r.TSR.ShadingRejection.Flickering=1
  897. r.TSR.ShadingRejection.SpatialFilter=2
  898. r.TSR.RejectionAntiAliasingQuality=2
  899. r.TSR.Resurrection=1
  900. r.TSR.Translucency.EnableResponiveAA=1
  901. r.TSR.TSR1spp=13.3
  902. ai.Human.FlankingAlone=1
  903. ai.SwitchWeaponIfNoAmmo=1
  904. ai.UseBlindActions=1
  905. D3D12.PSOPrecache.KeepLowLevel=1
  906. D3D12.TexturePoolOnlyAccountStreamableTexture=1
  907. D3D12.ZeroBufferSizeInMB=12
  908. mg.CharacterQuality=2
  909. mg.HairQuality=0
  910. niagara.CreateShadersOnLoad=1
  911. r.AllowGlobalClipPlane=1
  912. r.CapsuleIndirectConeAngle=0.2
  913. r.DisableLandscapeNaniteGI=0
  914. r.DoTiledReflections=0
  915. r.FastVRam.GBufferVelocity=1
  916. r.FastVRam.SceneDepth=1
  917. r.FastVRam.ShadowCSM=1
  918. r.FastVRam.ShadowPerObject=1
  919. r.FastVRam.ShadowPointLight=1
  920. r.FastVRam.SSR=1
  921. r.FilmGrain=0
  922. r.Nanite.Streaming.StreamingPoolSize=1024
  923. r.NGX.DLSS.DenoiserMode=1
  924. r.PSOPrecache.GlobalComputeShaders=1
  925. r.ReflectionCaptureSupersampleFactor=2
  926. r.Shadow.CachePreshadow=1
  927. r.Shadow.OcclusionCullPlanarReflections=0
  928. r.Shadow.Virtual.SMRT.TexelDitherScaleDirectional=6
  929. r.Shadow.Virtual.SMRT.TexelDitherScaleLocal=6
  930. r.Streaming.Boost=3
  931. rhi.SyncAllowVariable=1
  932. RHI.TargetRefreshRate=120
  933. t.HitchFrameTimeThreshold=33.32
  934. fg.CullDistanceScale.Bushes=1.25
  935. fg.CullDistanceScale.DistantBushes=1.25
  936. fg.CullDistanceScale.DistantFoliage=1.2
  937. fg.CullDistanceScale.DistantGrass=1.15
  938. fg.CullDistanceScale.DistantTrees=1.3
  939. fg.DensityScale.Bushes=1.5
  940. fg.DensityScale.DistantBushes=1.15
  941. fg.DensityScale.DistantFoliage=1.15
  942. fg.DensityScale.DistantGrass=1.15
  943. fg.DensityScale.DistantTrees=1.25
  944. fg.DensityScale.Grass=1.5
  945. fg.DensityScale.Trees=1.3
  946. r.LevelStreamingDistanceScale=10
  947. r.UITextureLODBias=-1
  948. r.HeightFieldShadowing=1
  949. r.LODFadeTime=2
  950. r.LandscapeLODBias=-1
  951. r.LandscapeLODDistributionScale=3
  952. r.LandscapeLOD0DistributionScale=3
  953. r.StaticMeshLODDistanceScale=0.25
  954. r.VolumetricLightmap.VisualizationMinScreenFraction=0.001000
  955. r.VolumetricLightmap.VisualizationRadiusScale=0.010000
  956. r.VolumetricFog.DepthDistributionScale=32.000000
  957. r.VolumetricFog.GridDivisor=120
  958. r.VolumetricFog.GridPixelSize=16
  959. r.VolumetricFog.GridSizeZ=96
  960. r.VolumetricFog.HistoryMissSupersampleCount=1
  961. r.VolumetricFog.HistoryWeight=0.900000
  962. r.VolumetricFog.InjectShadowedLightsSeparately=1
  963. r.VolumetricFog.InverseSquaredLightDistanceBiasScale=1.000000
  964. r.VolumetricFog.Jitter=1
  965. r.VolumetricFog.LightFunctionSupersampleScale=2.000000
  966. r.VolumetricFog.TemporalReprojection=1
  967. r.VolumetricFog.VoxelizationShowOnlyPassIndex=-1
  968. r.VolumetricFog.VoxelizationSlicesPerGSPass=8
  969. r.Nanite.PrimitivesAlwaysVisible=1
  970. r.Decal.FadeDurationScale=2
  971.  
  972. ;AUDIO OPTIMIZATIONS
  973. [Audio]
  974. AudioThread.BatchAsyncBatchSize=512     ; Sets the audio thread batch size for async processing
  975. AudioThread.UseBackgroundThreadPool=1       ; Enables the use of a background thread pool for audio
  976. AudioThread.EnableBatchProcessing=1         ; Enables batch processing for audio
  977.  
  978. [GPULightmass]
  979. ; Add any specific GPULightmass settings here if applicable
  980.  
  981. [FXSystem]
  982. FX.AllowAsyncTick=1            ; Enables async ticking for the FX system
  983. FX.BatchAsync=1                ; Enables async batch processing for the FX system
  984. FX.BatchAsyncBatchSize=512 ; Sets the FX system async batch size
  985. FX.MaxCPUParticlesPerEmitter=25          ; Sets the maximum number of CPU particles per emitter
  986. FX.MaxGPUParticlesSpawnedPerFrame=1024  ; Sets the maximum number of GPU particles spawned per frame
  987.  
  988. [Rendering]
  989. AllowAsyncRenderThreadUpdates=1                      ; Allows async updates of the render thread
  990. AllowAsyncRenderThreadUpdatesDuringGamethreadUpdates=0  ; Allows async updates of the render thread during game thread updates
  991. r.bForceCPUAccessToGPUSkinVerts=0         ; Forces CPU access to GPU skin vertices
  992. r.SupportDepthOnlyIndexBuffers=1         ; Supports depth-only index buffers
  993. r.SupportReversedIndexBuffers=1          ; Supports reversed index buffers
  994. r.DBuffer=0                              ; Disables DBuffer
  995. r.GPUCrashDebugging=0                    ; Disables GPU crash debugging
  996. r.CompileShadersForDevelopment=0         ; Disables shader compilation for development
  997.  
  998. ;GARBAGE COLLECTION OPTIMIZATIONS
  999. [/Script/Engine.GarbageCollectionSettings]
  1000. gc.MaxObjectsNotConsideredByGC=100000 ; Increased the value slightly for better performance
  1001. gc.SizeOfPermanentObjectPool=50000000 ; Increased the value for a larger pool size
  1002. gc.ActorClusteringEnabled=True ; Enabled actor clustering for improved garbage collection
  1003. gc.BlueprintClusteringEnabled=True ; Enabled blueprint clustering for improved garbage collection
  1004.  
  1005. ; LOG WRITE OPTIMIZATIONS
  1006. [Core.System]
  1007. Suppress=ScriptWarning
  1008. Suppress=Error
  1009. Suppress=ScriptLog
  1010. Suppress=Warning
  1011.  
  1012. [Core.Log]
  1013. ; Disable unnecessary logging categories for improved performance
  1014. LogPluginManager=off
  1015. LogOnlineIdentity=off
  1016. LogOnlineSession=off
  1017. LogMemory=off
  1018. LogPakFile=off
  1019. LogTemp=off
  1020. LogLinker=off
  1021. LogOnline=off
  1022. LogOnlineGame=off
  1023. LogAnalytics=off
  1024. LogConfig=off
  1025. LogInteractiveProcess=off
  1026. LogInput=off
  1027. LogOnlineEntitlement=off
  1028. LogOnlineEvents=off
  1029. LogOnlineFriend=off
  1030. LogOnlinePresence=off
  1031. LogOnlineTitleFile=off
  1032. LogOnlineUser=off
  1033. Global=off    ; Disable all global logging for improved performance
  1034.  
  1035. ; NETWORK OPTIMIZATIONS
  1036. [Core.System]
  1037. ConfiguredInternetSpeed=78643200  ; 75Mbps (75 * 1024 * 1024 / 8 = 78643200) Set the maximum configured internet speed (in bytes per second)
  1038. ConfiguredLanSpeed=78643200       ; 75Mbps (75 * 1024 * 1024 / 8 = 78643200) Set the maximum configured LAN speed (in bytes per second)
  1039.  
  1040. [/script/onlinesubsystemutils.ipnetdriver]
  1041. MaxClientRate=78643200          ; 75Mbps (75 * 1024 * 1024 / 8 = 78643200) Set the maximum client rate (in bytes per second)
  1042. MaxInternetClientRate=78643200  ; 75Mbps (75 * 1024 * 1024 / 8 = 78643200) Set the maximum internet client rate (in bytes per second)
  1043. NetServerMaxTickRate=120        ; Set the maximum tick rate for the server on the internet
  1044. LanServerMaxTickRate=120        ; Set the maximum tick rate for the server on LAN
  1045. MaxNetTickRate=400              ; Set the maximum net tick rate
  1046. InitialConnectTimeout=300.0     ; Set the initial connect timeout (in seconds)
  1047. ConnectionTimeout=300.0         ; Set the connection timeout (in seconds)
  1048.  
  1049. [/script/engine.gamenetworkmanager]
  1050. TotalNetBandwidth=78643200      ; 75Mbps (75 * 1024 * 1024 / 8 = 78643200) Set the total net bandwidth (in bytes per second)
  1051. MaxDynamicBandwidth=78643200    ; 75Mbps (75 * 1024 * 1024 / 8 = 78643200) Set the maximum dynamic bandwidth (in bytes per second)
  1052. MinDynamicBandwidth=78643200    ; 75Mbps (75 * 1024 * 1024 / 8 = 78643200) Set the minimum dynamic bandwidth (in bytes per second)
  1053.  
  1054. [/script/socketsubsystemepic.epicnetdriver]
  1055. MaxClientRate=78643200          ; 75Mbps (75 * 1024 * 1024 / 8 = 78643200) Set the maximum client rate (in bytes per second)
  1056. MaxInternetClientRate=78643200  ; 75Mbps (75 * 1024 * 1024 / 8 = 78643200) Set the maximum internet client rate (in bytes per second)
  1057.  
  1058. [/script/engine.engine]
  1059. NetClientTicksPerSecond=120     ; Set the number of client ticks per second
  1060.  
  1061.  
  1062.  
  1063. ; =====================================
  1064. ; ✩░▒▓▆▅▃▂▁ References ▁▂▃▅▆▓▒░✩
  1065. ; =====================================
  1066. ;Colour and exposure:
  1067. ; https://www.youtube.com/watch?v=EvWWMxuUju4
  1068.  
  1069. ;Sharpening shadows:
  1070. ; https://steamcommunity.com/sharedfiles/filedetails/?l=german&id=1581653841
  1071. ; https://framedsc.com/GeneralGuides/ue4guide.htm
  1072.  
  1073. ;Texture streaming:
  1074. ; https://questions.satisfactorygame.com/post/60488c32aa0ba107e32507e4
  1075.  
  1076. ;Subsurface post-process
  1077. ; https://docs.unrealengine.com/4.27/en-US/RenderingAndGraphics/Materials/LightingModels/SubSurfaceProfile/
  1078.  
  1079. ;TXAA settings:
  1080. ; https://steamcommunity.com/sharedfiles/filedetails/?id=1515357092
  1081. ; https://www.reddit.com/r/FuckTAA/comments/p73j8t/unreal_engine_taa_is_actually_cool/
  1082.  
  1083. ;Shadows:
  1084. ; https://steamcommunity.com/app/1608070/discussions/0/3712685859923396082/?ctp=3
  1085. ; https://forums.dovetailgames.com/threads/guide-make-tsw-less-flat-bright-looking-by-adding-ambient-occlusion.46409/
  1086. ; https://forums.dovetailgames.com/threads/best-quality-shadows-and-errors-in-default-configuration.50462/
  1087.  
  1088. ;EyeAdaptation & AutoExposure:
  1089. ; https://steamcommunity.com/app/530070/discussions/0/1735462352466997887/?l=italian
  1090. ; https://www.reddit.com/r/HarryPotterGame/comments/10zm5lu/dark_scene_brightness_fix_pc/
  1091. ; https://www.nexusmods.com/hogwartslegacy/mods/47?tab=posts
  1092.  
  1093.  
  1094. ; https://www.reddit.com/r/stalker/comments/1hhwn3o/engineini_foliage_view_distance_best_reflections/?rdt=34300
  1095.  
  1096.  
  1097. ; SETTINGS TAKEN OUT (glitching issues)
  1098. ; -------------------------------------
  1099. ; r.TemporalAAUpsampling=1
  1100. ; r.TemporalAA.Algorithm=1                    ; 0 = Gen 4, 1 = Gen 5
  1101. ; r.ScreenPercentage=75                       ; Render resolution before upsampling
  1102. ; r.Jittering=1
  1103. ; r.TemporalAA.Algorithm=1                    ; DEF 0, 0 for PERFORMANCE
  1104. ; r.TemporalAA.AllowDownsampling=1            ; DEF 1
  1105. ; r.TemporalAA.HistoryScreenPercentage=100    ; DEF 100
  1106. ; r.TemporalAA.R11G11B10History=0             ; DEF 0
  1107. ; r.TemporalAA.Upscaler=1                     ; DEF 1
  1108. ; r.TemporalAAUpsampleFiltered=1              ; DEF 1
  1109.  
  1110. ; r.Shadow.CSMShadowDistanceFadeoutMultiplier=0.1
  1111.  
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