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- ; Paste under Engine.ini after last line
- ; Settings for Ultra High Quality Mode
- ; High end PC required, assumes video card with at least 6gb vram with 16GB+ and CPU that is not older than 3 years old
- ; Also game is installed on NVME drive.
- [SystemSettings]
- ; post processing
- r.BlurGBuffer=-1
- r.AmbientOcclusionLevels=2
- r.AmbientOcclusionRadiusScale=1.0
- r.AmbientOcclusionMipLevelFactor=0.5
- r.DepthOfFieldQuality=3
- r.RenderTargetPoolMin=400
- r.LensFlareQuality=3
- r.SceneColorFringeQuality=1
- r.EyeAdaptationQuality=2
- r.BloomQuality=5
- r.FastBlurThreshold=7
- r.Upscale.Quality=3
- r.Tonemapper.GrainQuantization=1
- r.HighQualityLightMaps=1
- r.MotionBlurQuality=4
- r.Tonemapper.Quality=5
- r.ToneMapper.Sharpen=1
- r.ParticleLightQuality=2
- ; LOD
- r.ViewDistanceScale=40
- r.SkeletalMeshLODBias=-2
- r.MipMapLODBias=-2
- foliage.LODDistanceScale=4
- r.StaticMeshLODDistanceScale=0.25
- r.SkeletalMeshLODRadiusScale=0.25
- r.LandscapeLODBias=-2
- r.LandscapeLODDistributionScale=3
- r.LandscapeLOD0DistributionScale=3
- r.LODFadeTime=3
- r.UITextureLODBias=-2
- ; Foliage
- foliage.DensityScale=1.0
- grass.DensityScale=1.0
- foliage.DitheredLOD=5
- ; shadow
- r.ShadowQuality=5
- r.Shadow.CSM.MaxCascades=10
- r.Shadow.MaxResolution=8192
- r.Shadow.MaxCSMResolution=8192
- r.Shadow.RadiusThreshold=0.01
- r.AllowLandscapeShadows=1
- r.Shadow.DistanceScale=5
- r.ContactShadows=1
- ; FilterMethod=0 is standard style. 1 = PCSS, for more diffused softer realistic shadows. Pick based on preference.
- r.Shadow.FilterMethod=0
- r.Shadow.TexelsPerPixel=3
- r.LightMaxDrawDistanceScale=10
- ; Adds cool bloom cross lighting
- r.Bloom.Cross=0.6
- ; Enable screen space global illumination. Very gpu intensive. Disable if low fps.
- r.SSGI.Enable=1
- r.SSGI.HalfRes=1
- r.SSGI.Quality=4
- ; Texture
- r.MaxAnisotropy=16
- r.VT.MaxAnisotropy=16
- ; effects quality
- r.RefractionQuality=3
- r.SSR.Quality=3
- r.SceneColorFormat=4
- r.DetailMode=2
- r.TranslucencyVolumeBlur=1
- r.MaterialQualityLevel=2
- r.SSS.Quality=1
- ; DLSS - Enable to use DLSS when you need more performance. Turn off for better image and no motion blur.
- r.NGX.Enable=0
- ; DLSS quality- -2: Ultra Performance, -1: Performance (default),
- ; 0: Balanced, 1: Quality, 2: Ultra Quality
- r.NGX.DLSS.Quality=1
- ; DLSS sharpness 0-1
- r.NGX.DLSS.Sharpness=0.5
- ; Temporal AA upgrades, only works with dlss off.
- r.PostProcessAAQuality=5
- r.TemporalAA.Algorithm=1
- r.TemporalAASharpness=1
- ; Increase to reduce ghosting at cost of performance: (4, 8=default, 16, 32, 64).
- r.TemporalAASamples=16
- ; Set 1 when using r.ScreenPercentage < 100 to use TAA for better upscaling.
- ; r.TemporalAA.Upsampling=1
- ; Use to scale with TAA. Set < 100 when FPS goals not met. 80 is generally decent for higher resolution.
- ; r.ScreenPercentage=80
- ; optimizations
- niagara.CreateShadersOnLoad=1
- r.CreateShadersOnLoad=1
- D3D12.PSO.DiskCache=1
- D3D12.PSO.DriverOptimizedDiskCache=1
- r.HZBOcclusion=0
- r.AllowOcclusionQueries=1
- r.Shaders.Optimize=1
- r.ShaderPipelineCache.StartupMode=3
- r.ShaderPipelineCache.Enabled=1
- r.ShaderPipelineCache.ReportPSO=1
- r.ShaderPipelineCache.GameFileMaskEnabled=0
- r.ShaderPipelineCache.LazyLoadShadersWhenPSOCacheIsPresent=1
- r.ShaderPipelineCache.BatchSize=50
- r.XGEShaderCompile=1
- r.XGEShaderCompile.Mode=1
- r.XGEShaderCompile.Xml.BatchGroupSize=256
- r.XGEShaderCompile.Xml.BatchSize=16
- r.XGEShaderCompile.Xml.JobTimeout=0.500000
- r.GPUParticle.Simulate=1
- r.GTSyncType=1
- ; might help with lag and stutter at cost of input lag
- r.OneFrameThreadLag=1
- ; Allow tearing when you have a VRR capable monitor
- r.D3D11.UseAllowTearing=1
- r.D3D12.UseAllowTearing=1
- ; Extra stutter optimizations for streaming and GC
- r.Shadow.WholeSceneShadowCacheMb=2000
- gc.TimeBetweenPurgingPendingKillObjects=900
- gc.NumRetriesBeforeForcingGC=5
- gc.MinDesiredObjectsPerSubTask=20
- s.ForceGCAfterLevelStreamedOut=0
- s.ContinuouslyIncrementalGCWhileLevelsPendingPurge=0
- r.ShaderPipelineCache.BatchTime=2
- r.ShaderPipelineCache.BackgroundBatchTime=0
- r.ShaderPipelineCache.PrecompileBatchTime=0
- s.AsyncLoadingTimeLimit=2
- s.PriorityAsyncLoadingExtraTime=1
- s.UnregisterComponentsTimeLimit=2
- s.LevelStreamingActorsUpdateTimeLimit=2
- s.PriorityLevelStreamingActorsUpdateExtraTime=1
- s.LevelStreamingComponentsUnregistrationGranularity=10
- s.LevelStreamingComponentsRegistrationGranularity=50
- r.Streaming.NumStaticComponentsProcessedPerFrame=500
- ; Enable this if you're still getting some stutter. Experimental.
- ; r.LevelStreamingDistanceScale=999999
- ; Extra optimizations for streaming
- r.Streaming.Boost=1
- r.Streaming.FullyLoadUsedTextures=1
- r.Streaming.HLODStrategy=2
- r.bForceCPUAccessToGPUSkinVerts=True
- r.Streaming.FramesForFullUpdate=2
- r.Streaming.DropMips=0
- r.Streaming.LimitPoolSizeToVRAM=0
- r.Streaming.MipBias=0
- r.Streaming.UseAllMips=1
- r.Streaming.UseMaterialData=1
- r.Streaming.UseNewMetrics=1
- r.Streaming.UsePerTextureBias=1
- r.Shaders.Optimize=1
- r.Shaders.FastMath=1
- r.UseShaderCaching=1
- r.UseShaderPredraw=1
- r.UseAsyncShaderPrecompilation=1
- r.TargetPrecompileFrameTime=13
- r.PredrawBatchTime=13
- r.AccelPredrawBatchTime=0
- r.AccelTargetPrecompileFrameTime=0
- r.Streaming.DefragDynamicBounds=1
- r.Streaming.PoolSize=8000
- r.Streaming.MaxTempMemoryAllowed=1000
- [ConsoleVariables]
- AllowAsyncRenderThreadUpdates=1
- AllowAsyncRenderThreadUpdatesDuringGamethreadUpdates=1
- AllowAsyncRenderThreadUpdatesEditor=1
- s.AsyncLoadingThreadEnabled=True
- ; Maintain aspec ratio for ultrawide monitors.
- ; Enable if you have wide monitor and you feel like zoom is too close.
- [/Script/Engine.LocalPlayer]
- ; AspectRatioAxisConstraint=AspectRatio_MaintainYFOV
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