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; Paste under Engine.ini after last line
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; Settings for Ultra High Quality Mode with TAA upscaling at 80%
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; Settings for High Graphics Mode for Steam Deck on Windows
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[SystemSettings]
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; post processing
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r.BlurGBuffer=-1
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r.AmbientOcclusionLevels=1
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;r.AmbientOcclusionRadiusScale=1
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;r.AmbientOcclusionMipLevelFactor=0.5
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r.DepthOfFieldQuality=2
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r.RenderTargetPoolMin=200
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r.LensFlareQuality=1
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r.SceneColorFringeQuality=1
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r.EyeAdaptationQuality=2
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r.BloomQuality=0
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r.FastBlurThreshold=7
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r.Upscale.Quality=3
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r.MotionBlurQuality=2
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r.Tonemapper.Quality=5
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r.ToneMapper.Sharpen=0.5
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r.TonemapperFilm=1
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r.Tonemapper.GrainQuantization=1
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r.DefaultFeature.AmbientOcclusion=1
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r.DefaultFeature.AmbientOcclusionStaticFraction=1
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r.DefaultFeature.LensFlare=1
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r.ParticleLightQuality=2
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r.LightFunctionQuality=2
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r.HighQualityLightMaps=1
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r.DefaultFeature.AmbientOcclusion=1
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r.DefaultFeature.AmbientOcclusionStaticFraction=1
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; Volumetric fog
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r.VolumetricFog=1
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r.VolumetricFog.DepthDistributionScale=32.000000
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r.VolumetricFog.GridDivisor=120
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r.VolumetricFog.GridPixelSize=16
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r.VolumetricFog.GridSizeZ=96
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r.VolumetricFog.HistoryMissSupersampleCount=1
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r.VolumetricFog.HistoryWeight=0.900000
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r.VolumetricFog.InjectShadowedLightsSeparately=1
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r.VolumetricFog.InverseSquaredLightDistanceBiasScale=1.000000
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r.VolumetricFog.Jitter=1
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r.VolumetricFog.LightFunctionSupersampleScale=2.000000
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r.VolumetricFog.TemporalReprojection=1
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r.VolumetricFog.VoxelizationShowOnlyPassIndex=-1
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r.VolumetricFog.VoxelizationSlicesPerGSPass=8
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r.VolumetricLightmap.VisualizationMinScreenFraction=0.001000
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r.VolumetricLightmap.VisualizationRadiusScale=0.010000
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; LOD
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r.ViewDistanceScale=2
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;r.SkeletalMeshLODBias=-1
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;r.MipMapLODBias=-1
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;r.StaticMeshLODDistanceScale=0.25
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;r.SkeletalMeshLODRadiusScale=0.25
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;r.LandscapeLODBias=-1
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;r.LandscapeLODDistributionScale=3
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;r.LandscapeLOD0DistributionScale=3
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r.LODFadeTime=1
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;r.UITextureLODBias=-1
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;grass.CullDistanceScale=2
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r.LevelStreamingDistanceScale=2
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; Foliage
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foliage.DensityScale=0.3
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grass.DensityScale=0.3
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foliage.DitheredLOD=1
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foliage.LODDistanceScale=0.9
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; shadow
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r.ShadowQuality=5
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r.Shadow.CSM.MaxCascades=4
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r.Shadow.MaxResolution=1024
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r.Shadow.MaxCSMResolution=1024
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;r.Shadow.RadiusThreshold=0.03
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r.AllowLandscapeShadows=1
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r.Shadow.DistanceScale=1
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r.ContactShadows=1
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; FilterMethod=0 is standard style. 1 = PCSS, for more diffused softer realistic shadows. Pick based on preference.
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r.Shadow.FilterMethod=0
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;r.Shadow.TexelsPerPixel=3
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;r.LightMaxDrawDistanceScale=5
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;r.Shadow.CSM.TransitionScale=2
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;r.Shadow.Preshadows=1
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;r.AmbientOcclusion.FadeRadiusScale=1.5
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; Adds cool bloom cross lighting, change light bloom style
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;r.Bloom.Cross=0.6
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; Enable screen space global illumination. Very gpu intensive. Disable if low fps.
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r.SSGI.Enable=0
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;r.SSGI.HalfRes=1
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;r.SSGI.Quality=0
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; Water settings
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r.Water.SingleLayer=1
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r.Water.SingleLayer.Reflection=1
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r.Water.SingleLayer.SSR=1
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r.Water.SingleLayer.SSRTAA=1
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r.Water.EnableShallowWaterSimulation=1
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r.Water.EnableUnderwaterPostProcess=1
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r.Water.SingleLayer.RefractionFullPrecision=0
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; Texture
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r.MaxAnisotropy=8
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r.VT.MaxAnisotropy=8
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; effects quality
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r.RefractionQuality=2
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r.ReflectionCaptureResolution=64
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r.SSR.Quality=3
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; 4 is default
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r.SceneColorFormat=4
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r.DetailMode=2
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r.TranslucencyVolumeBlur=1
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r.MaterialQualityLevel=2
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r.SSS.Quality=1
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; DLSS - Enable to use DLSS when you need more performance. Turn off for better image and no ghosting.
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r.NGX.Enable=0
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; Temporal AA upgrades, only works with dlss off.
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r.PostProcessAAQuality=5
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r.TemporalAA.Algorithm=1
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r.TemporalAASharpness=0.8
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; Increase to reduce ghosting at cost of performance: (4, 8=default, 16, 32, 64).
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r.TemporalAASamples=8
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; Set 1 when using r.ScreenPercentage < 100 to use TAA for better upscaling.
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r.TemporalAA.Upsampling=1
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; Use to scale with TAA. Set < 100 when FPS goals not met. 80 is generally decent for higher resolution.
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r.ScreenPercentage=70
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; optimizations
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niagara.CreateShadersOnLoad=1
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r.CreateShadersOnLoad=1
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D3D12.PSO.DiskCache=1
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D3D12.PSO.DriverOptimizedDiskCache=1
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;r.HZBOcclusion=0
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r.AllowOcclusionQueries=1
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r.Shaders.Optimize=1
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r.ShaderPipelineCache.StartupMode=3
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r.ShaderPipelineCache.Enabled=1
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r.ShaderPipelineCache.ReportPSO=1
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r.ShaderPipelineCache.GameFileMaskEnabled=0
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r.ShaderPipelineCache.LazyLoadShadersWhenPSOCacheIsPresent=1
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r.ShaderPipelineCache.BatchSize=50
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r.XGEShaderCompile=1
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r.XGEShaderCompile.Mode=1
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r.XGEShaderCompile.Xml.BatchGroupSize=256
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r.XGEShaderCompile.Xml.BatchSize=16
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r.XGEShaderCompile.Xml.JobTimeout=0.500000
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r.GPUParticle.Simulate=1
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r.GTSyncType=1
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; might help with lag and stutter at cost of input lag
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r.OneFrameThreadLag=1
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; Allow tearing when you have a VRR capable monitor
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r.D3D11.UseAllowTearing=1
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r.D3D12.UseAllowTearing=1
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; Extra stutter optimizations for streaming and GC
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r.Shadow.WholeSceneShadowCacheMb=500
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gc.TimeBetweenPurgingPendingKillObjects=600
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;gc.LowMemory.MemoryThresholdMB=8000
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gc.NumRetriesBeforeForcingGC=5
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;gc.TimeBetweenPurgingPendingKillObjects=30
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gc.MinDesiredObjectsPerSubTask=20
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;gc.NumRetriesBeforeForcingGC=5
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s.ForceGCAfterLevelStreamedOut=0
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;gc.MinDesiredObjectsPerSubTask=20
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s.ContinuouslyIncrementalGCWhileLevelsPendingPurge=0
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;s.ForceGCAfterLevelStreamedOut=0
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;s.ContinuouslyIncrementalGCWhileLevelsPendingPurge=0
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r.ShaderPipelineCache.BatchTime=2
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r.ShaderPipelineCache.BackgroundBatchTime=0
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r.ShaderPipelineCache.PrecompileBatchTime=0
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; Extra optimizations for streaming
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r.Streaming.Boost=1
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; Enable to load all texture to vram. Heavy on vram, but helps can stutter in some cases. Disable if too much vram used.
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r.Streaming.FullyLoadUsedTextures=1
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; Enable to disable streaming. Heavy on vram, but helps can stutter in some cases. Disable if too much vram used.
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r.Streaming.HLODStrategy=2
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r.Streaming.LimitPoolSizeToVRAM=0
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r.Streaming.UseMaterialData=1
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r.Streaming.UseNewMetrics=1
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r.Streaming.UsePerTextureBias=1
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r.Shaders.Optimize=1
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r.Shaders.FastMath=1
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r.UseShaderCaching=1
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r.UseShaderPredraw=1
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r.UseAsyncShaderPrecompilation=1
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r.TargetPrecompileFrameTime=13
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r.PredrawBatchTime=13
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r.AccelPredrawBatchTime=0
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r.AccelTargetPrecompileFrameTime=0
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r.Streaming.DefragDynamicBounds=1
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; Tune streaming pool to half your vram in MB
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r.Streaming.PoolSize=1200
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r.Streaming.MaxTempMemoryAllowed=500
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; fast vram
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r.FastVRam.Tonemap=1
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r.FastVRam.Upscale=1
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r.FastVRam.VelocityFlat=1
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r.FastVRam.VelocityMax=1
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r.FastVRam.VolumetricFog=1
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r.FastVRam.MotionBlur=1
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r.FastVRam.SceneColor=1
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r.FastVRam.SceneDepth=1
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r.FastVRam.ScreenSpaceShadowMask=1
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r.FastVRam.ScreenSpaceShadowMask=1
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r.FastVRam.HZB=1
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r.FastVRam.Histogram=1
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r.FastVRam.HistogramReduce=1
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r.FastVRam.LPV=1
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r.FastVRam.DistanceFieldNormal=1
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r.FastVRam.DistanceFieldShadows=1
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r.FastVRam.DistanceFieldTileIntersectionResources=1
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r.FastVRam.DistortHistory=1
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r.FastVRam.Distortion=1
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r.FastVRam.Downsample=1
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r.FastVRam.EyeAdaptation=1
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r.FastVRam.ForwardLightingCullingResources=1
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r.FastVRam.DistanceFieldAODownsampledBentNormal=1
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r.FastVRam.DistanceFieldAOHistory=1
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r.FastVRam.DistanceFieldAOScreenGridResources=1
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r.FastVRam.DistanceFieldCulledObjectBuffers=1
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r.FastVRam.DOFPostfilter=1
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r.FastVRam.DOFReduce=1
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r.FastVRam.DOFSetup=1
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r.FastVRam.CombineLUTs=1
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r.FastVRam.BokehDOF=1
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r.FastVRam.ShadowCSM=1
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r.FastVRam.ShadowPerObject=1
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r.FastVRam.PostProcessMaterial=1
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; Additional streaming tweaks for stutter fixes
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r.Streaming.MinMipForSplitRequest=0
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r.Streaming.HiddenPrimitiveScale=1
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r.Streaming.AmortizeCPUToGPUCopy=1
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r.Streaming.MaxNumTexturesToStreamPerFrame=2
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r.Streaming.NumStaticComponentsProcessedPerFrame=2
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r.Streaming.FramesForFullUpdate=1
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s.AsyncLoadingThreadEnabled=1
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s.AsyncLoadingTimeLimit=2
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s.LevelStreamingActorsUpdateTimeLimit=2
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s.UnregisterComponentsTimeLimit=2
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s.AsyncLoadingUseFullTimeLimit=0
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s.IoDispatcherCacheSizeMB=256
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s.LevelStreamingComponentsRegistrationGranularity=1
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s.LevelStreamingComponentsUnregistrationGranularity=1
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s.MaxIncomingRequestsToStall=1
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s.MaxReadyRequestsToStallMB=0
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s.MinBulkDataSizeForAsyncLoading=0
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s.PriorityAsyncLoadingExtraTime=0
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s.PriorityLevelStreamingActorsUpdateExtraTime=0
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[ConsoleVariables]
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AllowAsyncRenderThreadUpdates=1
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AllowAsyncRenderThreadUpdatesDuringGamethreadUpdates=1
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AllowAsyncRenderThreadUpdatesEditor=1
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