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| 1 | ; Paste under Engine.ini after last line | |
| 2 | - | ; Settings for Ultra High Quality Mode with TAA upscaling at 80% |
| 2 | + | ; Settings for High Graphics Mode for Steam Deck on Windows |
| 3 | ||
| 4 | [SystemSettings] | |
| 5 | ; post processing | |
| 6 | r.BlurGBuffer=-1 | |
| 7 | r.AmbientOcclusionLevels=1 | |
| 8 | ;r.AmbientOcclusionRadiusScale=1 | |
| 9 | ;r.AmbientOcclusionMipLevelFactor=0.5 | |
| 10 | r.DepthOfFieldQuality=2 | |
| 11 | r.RenderTargetPoolMin=200 | |
| 12 | r.LensFlareQuality=1 | |
| 13 | r.SceneColorFringeQuality=1 | |
| 14 | r.EyeAdaptationQuality=2 | |
| 15 | r.BloomQuality=0 | |
| 16 | r.FastBlurThreshold=7 | |
| 17 | r.Upscale.Quality=3 | |
| 18 | r.MotionBlurQuality=2 | |
| 19 | r.Tonemapper.Quality=5 | |
| 20 | r.ToneMapper.Sharpen=0.5 | |
| 21 | r.TonemapperFilm=1 | |
| 22 | r.Tonemapper.GrainQuantization=1 | |
| 23 | r.DefaultFeature.AmbientOcclusion=1 | |
| 24 | r.DefaultFeature.AmbientOcclusionStaticFraction=1 | |
| 25 | r.DefaultFeature.LensFlare=1 | |
| 26 | r.ParticleLightQuality=2 | |
| 27 | r.LightFunctionQuality=2 | |
| 28 | r.HighQualityLightMaps=1 | |
| 29 | r.DefaultFeature.AmbientOcclusion=1 | |
| 30 | r.DefaultFeature.AmbientOcclusionStaticFraction=1 | |
| 31 | ||
| 32 | ; Volumetric fog | |
| 33 | r.VolumetricFog=1 | |
| 34 | r.VolumetricFog.DepthDistributionScale=32.000000 | |
| 35 | r.VolumetricFog.GridDivisor=120 | |
| 36 | r.VolumetricFog.GridPixelSize=16 | |
| 37 | r.VolumetricFog.GridSizeZ=96 | |
| 38 | r.VolumetricFog.HistoryMissSupersampleCount=1 | |
| 39 | r.VolumetricFog.HistoryWeight=0.900000 | |
| 40 | r.VolumetricFog.InjectShadowedLightsSeparately=1 | |
| 41 | r.VolumetricFog.InverseSquaredLightDistanceBiasScale=1.000000 | |
| 42 | r.VolumetricFog.Jitter=1 | |
| 43 | r.VolumetricFog.LightFunctionSupersampleScale=2.000000 | |
| 44 | r.VolumetricFog.TemporalReprojection=1 | |
| 45 | r.VolumetricFog.VoxelizationShowOnlyPassIndex=-1 | |
| 46 | r.VolumetricFog.VoxelizationSlicesPerGSPass=8 | |
| 47 | r.VolumetricLightmap.VisualizationMinScreenFraction=0.001000 | |
| 48 | r.VolumetricLightmap.VisualizationRadiusScale=0.010000 | |
| 49 | ||
| 50 | ; LOD | |
| 51 | r.ViewDistanceScale=2 | |
| 52 | ;r.SkeletalMeshLODBias=-1 | |
| 53 | ;r.MipMapLODBias=-1 | |
| 54 | ;r.StaticMeshLODDistanceScale=0.25 | |
| 55 | ;r.SkeletalMeshLODRadiusScale=0.25 | |
| 56 | ;r.LandscapeLODBias=-1 | |
| 57 | ;r.LandscapeLODDistributionScale=3 | |
| 58 | ;r.LandscapeLOD0DistributionScale=3 | |
| 59 | r.LODFadeTime=1 | |
| 60 | ;r.UITextureLODBias=-1 | |
| 61 | ;grass.CullDistanceScale=2 | |
| 62 | r.LevelStreamingDistanceScale=2 | |
| 63 | ||
| 64 | ; Foliage | |
| 65 | foliage.DensityScale=0.3 | |
| 66 | grass.DensityScale=0.3 | |
| 67 | foliage.DitheredLOD=1 | |
| 68 | foliage.LODDistanceScale=0.9 | |
| 69 | ||
| 70 | ; shadow | |
| 71 | r.ShadowQuality=5 | |
| 72 | r.Shadow.CSM.MaxCascades=4 | |
| 73 | r.Shadow.MaxResolution=1024 | |
| 74 | r.Shadow.MaxCSMResolution=1024 | |
| 75 | ;r.Shadow.RadiusThreshold=0.03 | |
| 76 | r.AllowLandscapeShadows=1 | |
| 77 | r.Shadow.DistanceScale=1 | |
| 78 | r.ContactShadows=1 | |
| 79 | ; FilterMethod=0 is standard style. 1 = PCSS, for more diffused softer realistic shadows. Pick based on preference. | |
| 80 | r.Shadow.FilterMethod=0 | |
| 81 | ;r.Shadow.TexelsPerPixel=3 | |
| 82 | ;r.LightMaxDrawDistanceScale=5 | |
| 83 | ;r.Shadow.CSM.TransitionScale=2 | |
| 84 | ;r.Shadow.Preshadows=1 | |
| 85 | ;r.AmbientOcclusion.FadeRadiusScale=1.5 | |
| 86 | ||
| 87 | ; Adds cool bloom cross lighting, change light bloom style | |
| 88 | ;r.Bloom.Cross=0.6 | |
| 89 | ||
| 90 | ; Enable screen space global illumination. Very gpu intensive. Disable if low fps. | |
| 91 | r.SSGI.Enable=0 | |
| 92 | ;r.SSGI.HalfRes=1 | |
| 93 | ;r.SSGI.Quality=0 | |
| 94 | ||
| 95 | ; Water settings | |
| 96 | r.Water.SingleLayer=1 | |
| 97 | r.Water.SingleLayer.Reflection=1 | |
| 98 | r.Water.SingleLayer.SSR=1 | |
| 99 | r.Water.SingleLayer.SSRTAA=1 | |
| 100 | r.Water.EnableShallowWaterSimulation=1 | |
| 101 | r.Water.EnableUnderwaterPostProcess=1 | |
| 102 | r.Water.SingleLayer.RefractionFullPrecision=0 | |
| 103 | ||
| 104 | ; Texture | |
| 105 | r.MaxAnisotropy=8 | |
| 106 | r.VT.MaxAnisotropy=8 | |
| 107 | ||
| 108 | ; effects quality | |
| 109 | r.RefractionQuality=2 | |
| 110 | r.ReflectionCaptureResolution=64 | |
| 111 | r.SSR.Quality=3 | |
| 112 | ; 4 is default | |
| 113 | r.SceneColorFormat=4 | |
| 114 | r.DetailMode=2 | |
| 115 | r.TranslucencyVolumeBlur=1 | |
| 116 | r.MaterialQualityLevel=2 | |
| 117 | r.SSS.Quality=1 | |
| 118 | ||
| 119 | ; DLSS - Enable to use DLSS when you need more performance. Turn off for better image and no ghosting. | |
| 120 | r.NGX.Enable=0 | |
| 121 | ||
| 122 | ; Temporal AA upgrades, only works with dlss off. | |
| 123 | r.PostProcessAAQuality=5 | |
| 124 | r.TemporalAA.Algorithm=1 | |
| 125 | r.TemporalAASharpness=0.8 | |
| 126 | ; Increase to reduce ghosting at cost of performance: (4, 8=default, 16, 32, 64). | |
| 127 | r.TemporalAASamples=8 | |
| 128 | ; Set 1 when using r.ScreenPercentage < 100 to use TAA for better upscaling. | |
| 129 | r.TemporalAA.Upsampling=1 | |
| 130 | ; Use to scale with TAA. Set < 100 when FPS goals not met. 80 is generally decent for higher resolution. | |
| 131 | r.ScreenPercentage=70 | |
| 132 | ; optimizations | |
| 133 | niagara.CreateShadersOnLoad=1 | |
| 134 | r.CreateShadersOnLoad=1 | |
| 135 | D3D12.PSO.DiskCache=1 | |
| 136 | D3D12.PSO.DriverOptimizedDiskCache=1 | |
| 137 | ;r.HZBOcclusion=0 | |
| 138 | r.AllowOcclusionQueries=1 | |
| 139 | r.Shaders.Optimize=1 | |
| 140 | r.ShaderPipelineCache.StartupMode=3 | |
| 141 | r.ShaderPipelineCache.Enabled=1 | |
| 142 | r.ShaderPipelineCache.ReportPSO=1 | |
| 143 | r.ShaderPipelineCache.GameFileMaskEnabled=0 | |
| 144 | r.ShaderPipelineCache.LazyLoadShadersWhenPSOCacheIsPresent=1 | |
| 145 | r.ShaderPipelineCache.BatchSize=50 | |
| 146 | r.XGEShaderCompile=1 | |
| 147 | r.XGEShaderCompile.Mode=1 | |
| 148 | r.XGEShaderCompile.Xml.BatchGroupSize=256 | |
| 149 | r.XGEShaderCompile.Xml.BatchSize=16 | |
| 150 | r.XGEShaderCompile.Xml.JobTimeout=0.500000 | |
| 151 | r.GPUParticle.Simulate=1 | |
| 152 | r.GTSyncType=1 | |
| 153 | ||
| 154 | ; might help with lag and stutter at cost of input lag | |
| 155 | r.OneFrameThreadLag=1 | |
| 156 | ||
| 157 | ; Allow tearing when you have a VRR capable monitor | |
| 158 | r.D3D11.UseAllowTearing=1 | |
| 159 | r.D3D12.UseAllowTearing=1 | |
| 160 | ||
| 161 | ; Extra stutter optimizations for streaming and GC | |
| 162 | r.Shadow.WholeSceneShadowCacheMb=500 | |
| 163 | - | gc.TimeBetweenPurgingPendingKillObjects=600 |
| 163 | + | ;gc.LowMemory.MemoryThresholdMB=8000 |
| 164 | - | gc.NumRetriesBeforeForcingGC=5 |
| 164 | + | ;gc.TimeBetweenPurgingPendingKillObjects=30 |
| 165 | - | gc.MinDesiredObjectsPerSubTask=20 |
| 165 | + | ;gc.NumRetriesBeforeForcingGC=5 |
| 166 | - | s.ForceGCAfterLevelStreamedOut=0 |
| 166 | + | ;gc.MinDesiredObjectsPerSubTask=20 |
| 167 | - | s.ContinuouslyIncrementalGCWhileLevelsPendingPurge=0 |
| 167 | + | ;s.ForceGCAfterLevelStreamedOut=0 |
| 168 | ;s.ContinuouslyIncrementalGCWhileLevelsPendingPurge=0 | |
| 169 | r.ShaderPipelineCache.BatchTime=2 | |
| 170 | r.ShaderPipelineCache.BackgroundBatchTime=0 | |
| 171 | r.ShaderPipelineCache.PrecompileBatchTime=0 | |
| 172 | ||
| 173 | ; Extra optimizations for streaming | |
| 174 | r.Streaming.Boost=1 | |
| 175 | ; Enable to load all texture to vram. Heavy on vram, but helps can stutter in some cases. Disable if too much vram used. | |
| 176 | r.Streaming.FullyLoadUsedTextures=1 | |
| 177 | ; Enable to disable streaming. Heavy on vram, but helps can stutter in some cases. Disable if too much vram used. | |
| 178 | r.Streaming.HLODStrategy=2 | |
| 179 | r.Streaming.LimitPoolSizeToVRAM=0 | |
| 180 | r.Streaming.UseMaterialData=1 | |
| 181 | r.Streaming.UseNewMetrics=1 | |
| 182 | r.Streaming.UsePerTextureBias=1 | |
| 183 | r.Shaders.Optimize=1 | |
| 184 | r.Shaders.FastMath=1 | |
| 185 | r.UseShaderCaching=1 | |
| 186 | r.UseShaderPredraw=1 | |
| 187 | r.UseAsyncShaderPrecompilation=1 | |
| 188 | r.TargetPrecompileFrameTime=13 | |
| 189 | r.PredrawBatchTime=13 | |
| 190 | r.AccelPredrawBatchTime=0 | |
| 191 | r.AccelTargetPrecompileFrameTime=0 | |
| 192 | r.Streaming.DefragDynamicBounds=1 | |
| 193 | ; Tune streaming pool to half your vram in MB | |
| 194 | r.Streaming.PoolSize=1200 | |
| 195 | r.Streaming.MaxTempMemoryAllowed=500 | |
| 196 | ||
| 197 | ; fast vram | |
| 198 | r.FastVRam.Tonemap=1 | |
| 199 | r.FastVRam.Upscale=1 | |
| 200 | r.FastVRam.VelocityFlat=1 | |
| 201 | r.FastVRam.VelocityMax=1 | |
| 202 | r.FastVRam.VolumetricFog=1 | |
| 203 | r.FastVRam.MotionBlur=1 | |
| 204 | r.FastVRam.SceneColor=1 | |
| 205 | r.FastVRam.SceneDepth=1 | |
| 206 | r.FastVRam.ScreenSpaceShadowMask=1 | |
| 207 | r.FastVRam.ScreenSpaceShadowMask=1 | |
| 208 | r.FastVRam.HZB=1 | |
| 209 | r.FastVRam.Histogram=1 | |
| 210 | r.FastVRam.HistogramReduce=1 | |
| 211 | r.FastVRam.LPV=1 | |
| 212 | r.FastVRam.DistanceFieldNormal=1 | |
| 213 | r.FastVRam.DistanceFieldShadows=1 | |
| 214 | r.FastVRam.DistanceFieldTileIntersectionResources=1 | |
| 215 | r.FastVRam.DistortHistory=1 | |
| 216 | r.FastVRam.Distortion=1 | |
| 217 | r.FastVRam.Downsample=1 | |
| 218 | r.FastVRam.EyeAdaptation=1 | |
| 219 | r.FastVRam.ForwardLightingCullingResources=1 | |
| 220 | r.FastVRam.DistanceFieldAODownsampledBentNormal=1 | |
| 221 | r.FastVRam.DistanceFieldAOHistory=1 | |
| 222 | r.FastVRam.DistanceFieldAOScreenGridResources=1 | |
| 223 | r.FastVRam.DistanceFieldCulledObjectBuffers=1 | |
| 224 | r.FastVRam.DOFPostfilter=1 | |
| 225 | r.FastVRam.DOFReduce=1 | |
| 226 | r.FastVRam.DOFSetup=1 | |
| 227 | r.FastVRam.CombineLUTs=1 | |
| 228 | r.FastVRam.BokehDOF=1 | |
| 229 | r.FastVRam.ShadowCSM=1 | |
| 230 | r.FastVRam.ShadowPerObject=1 | |
| 231 | r.FastVRam.PostProcessMaterial=1 | |
| 232 | ||
| 233 | ; Additional streaming tweaks for stutter fixes | |
| 234 | r.Streaming.MinMipForSplitRequest=0 | |
| 235 | r.Streaming.HiddenPrimitiveScale=1 | |
| 236 | r.Streaming.AmortizeCPUToGPUCopy=1 | |
| 237 | r.Streaming.MaxNumTexturesToStreamPerFrame=2 | |
| 238 | r.Streaming.NumStaticComponentsProcessedPerFrame=2 | |
| 239 | r.Streaming.FramesForFullUpdate=1 | |
| 240 | s.AsyncLoadingThreadEnabled=1 | |
| 241 | s.AsyncLoadingTimeLimit=2 | |
| 242 | s.LevelStreamingActorsUpdateTimeLimit=2 | |
| 243 | s.UnregisterComponentsTimeLimit=2 | |
| 244 | s.AsyncLoadingUseFullTimeLimit=0 | |
| 245 | s.IoDispatcherCacheSizeMB=256 | |
| 246 | s.LevelStreamingComponentsRegistrationGranularity=1 | |
| 247 | s.LevelStreamingComponentsUnregistrationGranularity=1 | |
| 248 | s.MaxIncomingRequestsToStall=1 | |
| 249 | s.MaxReadyRequestsToStallMB=0 | |
| 250 | s.MinBulkDataSizeForAsyncLoading=0 | |
| 251 | s.PriorityAsyncLoadingExtraTime=0 | |
| 252 | s.PriorityLevelStreamingActorsUpdateExtraTime=0 | |
| 253 | ||
| 254 | [ConsoleVariables] | |
| 255 | AllowAsyncRenderThreadUpdates=1 | |
| 256 | AllowAsyncRenderThreadUpdatesDuringGamethreadUpdates=1 | |
| 257 | AllowAsyncRenderThreadUpdatesEditor=1 | |
| 258 |