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; Paste under Engine.ini after last line
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; Settings for Ultra High Quality Mode for 10G VRAM
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; Settings for Ultra High Quality Mode for 8G VRAM
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[SystemSettings]
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; post processing
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r.BlurGBuffer=-1
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r.AmbientOcclusionLevels=2
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;r.AmbientOcclusionRadiusScale=1
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;r.AmbientOcclusionMipLevelFactor=0.5
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r.DepthOfFieldQuality=3
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r.RenderTargetPoolMin=400
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r.LensFlareQuality=3
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r.SceneColorFringeQuality=1
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r.EyeAdaptationQuality=2
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r.BloomQuality=5
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r.FastBlurThreshold=7
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r.Upscale.Quality=3
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r.MotionBlurQuality=4
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r.Tonemapper.Quality=5
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r.ToneMapper.Sharpen=0.3
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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=3
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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=1000
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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.LandscapeLODBias=-1
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r.LandscapeLODDistributionScale=3
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r.LandscapeLOD0DistributionScale=3
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r.LODFadeTime=2
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r.UITextureLODBias=-1
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;grass.CullDistanceScale=2
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r.LevelStreamingDistanceScale=10
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; Foliage
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foliage.DensityScale=1.0
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grass.DensityScale=1.0
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foliage.DitheredLOD=1
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foliage.LODDistanceScale=3
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; shadow
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r.ShadowQuality=5
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r.Shadow.CSM.MaxCascades=5
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r.Shadow.MaxResolution=4096
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r.Shadow.MaxResolution=2048
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r.Shadow.MaxCSMResolution=4096
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r.Shadow.MaxCSMResolution=2048
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r.Shadow.RadiusThreshold=0.03
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r.AllowLandscapeShadows=1
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r.Shadow.DistanceScale=3
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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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; Increasing uses more VRAM for shadows for higher quality
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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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; 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=0
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r.Water.EnableShallowWaterSimulation=1
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r.Water.EnableUnderwaterPostProcess=1
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r.Water.SingleLayer.RefractionFullPrecision=1
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; Texture
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r.MaxAnisotropy=16
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r.VT.MaxAnisotropy=16
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; effects quality
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r.RefractionQuality=3
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r.ReflectionCaptureResolution=1024
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r.SSR.Quality=3
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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=1
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; DLSS quality- -2: Ultra Performance, -1: Performance (default),
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; 0: Balanced, 1: Quality, 2: Ultra Quality
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; Adjust DLSS quality ingame instead
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; r.NGX.DLSS.Quality=1
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; DLSS sharpness 0-1
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r.NGX.DLSS.Sharpness=0.8
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; Enable to allow DLSS to adjust auto exposure to reduce ghosting.
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r.NGX.DLSS.EnableAutoExposure=1
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; Enable these too when enabling dlss
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r.BasePassForceOutputsVelocity=1
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r.DefaultFeature.Antialiasing=2
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r.TemporalAA.Upscaler=1
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r.Reflections.Denoiser=2
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; Temporal AA upgrades, only works with dlss off, or submenu screens like character page.
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; r.PostProcessAAQuality=5
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; r.TemporalAA.Algorithm=1
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; r.TemporalAASharpness=1
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; Increase to reduce ghosting at cost of performance: (4, 8=default, 16, 32, 64).
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; r.TemporalAASamples=16
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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=80
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; optimizations
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r.Shaders.Optimize=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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;gc.LowMemory.MemoryThresholdMB=8000
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;gc.LowMemory.MemoryThresholdMB=6000
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gc.TimeBetweenPurgingPendingKillObjects=60
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gc.TimeBetweenPurgingPendingKillObjects=30
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; gc.NumRetriesBeforeForcingGC=5
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; gc.MinDesiredObjectsPerSubTask=20
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; Improves stutter but will cause glitches in minigame. (Crane games)
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s.ForceGCAfterLevelStreamedOut=0
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; Improves stutter but will cause glitches in minigame. (Crane games)
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;s.ContinuouslyIncrementalGCWhileLevelsPendingPurge=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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; Maintain aspec ratio for ultrawide monitors. 
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; Enable if you have wide monitor and you feel like zoom is too close.
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[/Script/Engine.LocalPlayer]
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; AspectRatioAxisConstraint=AspectRatio_MaintainYFOV