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| 1 | ; Paste under Engine.ini after last line | |
| 2 | ; Settings for Ultra High Quality Mode | |
| 3 | ; High end PC required, assumes video card with at least 6gb vram with 16GB+ and CPU that is not older than 3 years old | |
| 4 | ; Also game is installed on NVME drive. | |
| 5 | ||
| 6 | [SystemSettings] | |
| 7 | ; post processing | |
| 8 | r.BlurGBuffer=-1 | |
| 9 | r.AmbientOcclusionLevels=2 | |
| 10 | - | ;r.AmbientOcclusionRadiusScale=1 |
| 10 | + | r.AmbientOcclusionRadiusScale=1.0 |
| 11 | - | ;r.AmbientOcclusionMipLevelFactor=0.5 |
| 11 | + | r.AmbientOcclusionMipLevelFactor=0.5 |
| 12 | r.DepthOfFieldQuality=3 | |
| 13 | r.RenderTargetPoolMin=400 | |
| 14 | r.LensFlareQuality=3 | |
| 15 | r.SceneColorFringeQuality=1 | |
| 16 | r.EyeAdaptationQuality=2 | |
| 17 | r.BloomQuality=5 | |
| 18 | r.FastBlurThreshold=7 | |
| 19 | r.Upscale.Quality=3 | |
| 20 | r.Tonemapper.GrainQuantization=1 | |
| 21 | r.HighQualityLightMaps=1 | |
| 22 | - | r.ToneMapper.Sharpen=0.3 |
| 22 | + | |
| 23 | - | r.TonemapperFilm=1 |
| 23 | + | |
| 24 | r.ToneMapper.Sharpen=1 | |
| 25 | - | r.DefaultFeature.AmbientOcclusion=1 |
| 25 | + | |
| 26 | - | r.DefaultFeature.AmbientOcclusionStaticFraction=1 |
| 26 | + | |
| 27 | - | r.DefaultFeature.LensFlare=1 |
| 27 | + | |
| 28 | r.ViewDistanceScale=40 | |
| 29 | - | r.LightFunctionQuality=3 |
| 29 | + | r.SkeletalMeshLODBias=-2 |
| 30 | r.MipMapLODBias=-2 | |
| 31 | - | r.DefaultFeature.AmbientOcclusion=1 |
| 31 | + | foliage.LODDistanceScale=4 |
| 32 | - | r.DefaultFeature.AmbientOcclusionStaticFraction=1 |
| 32 | + | |
| 33 | r.SkeletalMeshLODRadiusScale=0.25 | |
| 34 | - | ; Volumetric fog |
| 34 | + | r.LandscapeLODBias=-2 |
| 35 | - | r.VolumetricFog=1 |
| 35 | + | |
| 36 | - | r.VolumetricFog.DepthDistributionScale=32.000000 |
| 36 | + | |
| 37 | - | r.VolumetricFog.GridDivisor=120 |
| 37 | + | r.LODFadeTime=3 |
| 38 | - | r.VolumetricFog.GridPixelSize=16 |
| 38 | + | r.UITextureLODBias=-2 |
| 39 | - | r.VolumetricFog.GridSizeZ=96 |
| 39 | + | |
| 40 | - | r.VolumetricFog.HistoryMissSupersampleCount=1 |
| 40 | + | |
| 41 | - | r.VolumetricFog.HistoryWeight=0.900000 |
| 41 | + | |
| 42 | - | r.VolumetricFog.InjectShadowedLightsSeparately=1 |
| 42 | + | |
| 43 | - | r.VolumetricFog.InverseSquaredLightDistanceBiasScale=1.000000 |
| 43 | + | foliage.DitheredLOD=5 |
| 44 | - | r.VolumetricFog.Jitter=1 |
| 44 | + | |
| 45 | - | r.VolumetricFog.LightFunctionSupersampleScale=2.000000 |
| 45 | + | |
| 46 | - | r.VolumetricFog.TemporalReprojection=1 |
| 46 | + | |
| 47 | - | r.VolumetricFog.VoxelizationShowOnlyPassIndex=-1 |
| 47 | + | r.Shadow.CSM.MaxCascades=10 |
| 48 | - | r.VolumetricFog.VoxelizationSlicesPerGSPass=8 |
| 48 | + | r.Shadow.MaxResolution=8192 |
| 49 | - | r.VolumetricLightmap.VisualizationMinScreenFraction=0.001000 |
| 49 | + | r.Shadow.MaxCSMResolution=8192 |
| 50 | - | r.VolumetricLightmap.VisualizationRadiusScale=0.010000 |
| 50 | + | r.Shadow.RadiusThreshold=0.01 |
| 51 | r.AllowLandscapeShadows=1 | |
| 52 | r.Shadow.DistanceScale=5 | |
| 53 | - | r.ViewDistanceScale=1000 |
| 53 | + | |
| 54 | - | r.SkeletalMeshLODBias=-1 |
| 54 | + | |
| 55 | - | r.MipMapLODBias=-1 |
| 55 | + | |
| 56 | r.Shadow.TexelsPerPixel=3 | |
| 57 | r.LightMaxDrawDistanceScale=10 | |
| 58 | - | r.LandscapeLODBias=-1 |
| 58 | + | |
| 59 | ; Adds cool bloom cross lighting | |
| 60 | r.Bloom.Cross=0.6 | |
| 61 | - | r.LODFadeTime=2 |
| 61 | + | |
| 62 | - | r.UITextureLODBias=-1 |
| 62 | + | |
| 63 | - | ;grass.CullDistanceScale=2 |
| 63 | + | r.SSGI.Enable=1 |
| 64 | - | r.LevelStreamingDistanceScale=10 |
| 64 | + | |
| 65 | r.SSGI.Quality=4 | |
| 66 | ||
| 67 | ; Texture | |
| 68 | r.MaxAnisotropy=16 | |
| 69 | - | foliage.DitheredLOD=1 |
| 69 | + | |
| 70 | - | foliage.LODDistanceScale=3 |
| 70 | + | |
| 71 | ; effects quality | |
| 72 | r.RefractionQuality=3 | |
| 73 | r.SSR.Quality=3 | |
| 74 | - | r.Shadow.CSM.MaxCascades=5 |
| 74 | + | |
| 75 | - | r.Shadow.MaxResolution=4096 |
| 75 | + | |
| 76 | - | r.Shadow.MaxCSMResolution=4096 |
| 76 | + | |
| 77 | - | r.Shadow.RadiusThreshold=0.03 |
| 77 | + | |
| 78 | r.SSS.Quality=1 | |
| 79 | - | r.Shadow.DistanceScale=3 |
| 79 | + | |
| 80 | ; DLSS - Enable to use DLSS when you need more performance. Turn off for better image and no motion blur. | |
| 81 | r.NGX.Enable=0 | |
| 82 | ; DLSS quality- -2: Ultra Performance, -1: Performance (default), | |
| 83 | ; 0: Balanced, 1: Quality, 2: Ultra Quality | |
| 84 | - | r.LightMaxDrawDistanceScale=5 |
| 84 | + | |
| 85 | - | r.Shadow.CSM.TransitionScale=2 |
| 85 | + | |
| 86 | - | r.Shadow.Preshadows=1 |
| 86 | + | r.NGX.DLSS.Sharpness=0.5 |
| 87 | - | ;r.AmbientOcclusion.FadeRadiusScale=1.5 |
| 87 | + | |
| 88 | ; Temporal AA upgrades, only works with dlss off. | |
| 89 | - | ; Adds cool bloom cross lighting, change light bloom style |
| 89 | + | |
| 90 | - | ;r.Bloom.Cross=0.6 |
| 90 | + | |
| 91 | r.TemporalAASharpness=1 | |
| 92 | ; Increase to reduce ghosting at cost of performance: (4, 8=default, 16, 32, 64). | |
| 93 | - | r.SSGI.Enable=0 |
| 93 | + | |
| 94 | ; Set 1 when using r.ScreenPercentage < 100 to use TAA for better upscaling. | |
| 95 | ; r.TemporalAA.Upsampling=1 | |
| 96 | ; Use to scale with TAA. Set < 100 when FPS goals not met. 80 is generally decent for higher resolution. | |
| 97 | - | ; Water settings |
| 97 | + | |
| 98 | - | r.Water.SingleLayer=1 |
| 98 | + | |
| 99 | - | r.Water.SingleLayer.Reflection=1 |
| 99 | + | |
| 100 | - | r.Water.SingleLayer.SSR=1 |
| 100 | + | |
| 101 | - | r.Water.SingleLayer.SSRTAA=0 |
| 101 | + | |
| 102 | - | r.Water.EnableShallowWaterSimulation=1 |
| 102 | + | |
| 103 | - | r.Water.EnableUnderwaterPostProcess=1 |
| 103 | + | |
| 104 | - | r.Water.SingleLayer.RefractionFullPrecision=1 |
| 104 | + | r.HZBOcclusion=0 |
| 105 | r.AllowOcclusionQueries=1 | |
| 106 | r.Shaders.Optimize=1 | |
| 107 | r.ShaderPipelineCache.StartupMode=3 | |
| 108 | r.ShaderPipelineCache.Enabled=1 | |
| 109 | r.ShaderPipelineCache.ReportPSO=1 | |
| 110 | r.ShaderPipelineCache.GameFileMaskEnabled=0 | |
| 111 | r.ShaderPipelineCache.LazyLoadShadersWhenPSOCacheIsPresent=1 | |
| 112 | - | r.ReflectionCaptureResolution=1024 |
| 112 | + | |
| 113 | r.XGEShaderCompile=1 | |
| 114 | r.XGEShaderCompile.Mode=1 | |
| 115 | r.XGEShaderCompile.Xml.BatchGroupSize=256 | |
| 116 | r.XGEShaderCompile.Xml.BatchSize=16 | |
| 117 | r.XGEShaderCompile.Xml.JobTimeout=0.500000 | |
| 118 | r.GPUParticle.Simulate=1 | |
| 119 | r.GTSyncType=1 | |
| 120 | - | ; DLSS - Enable to use DLSS when you need more performance. Turn off for better image and no ghosting. |
| 120 | + | |
| 121 | ; might help with lag and stutter at cost of input lag | |
| 122 | r.OneFrameThreadLag=1 | |
| 123 | ||
| 124 | ; Allow tearing when you have a VRR capable monitor | |
| 125 | r.D3D11.UseAllowTearing=1 | |
| 126 | - | r.NGX.DLSS.Sharpness=0.8 |
| 126 | + | |
| 127 | - | ; Enable to allow DLSS to adjust auto exposure to reduce ghosting. |
| 127 | + | |
| 128 | - | ;r.NGX.DLSS.EnableAutoExposure=1 |
| 128 | + | |
| 129 | - | ; Enable these too when enabling dlss |
| 129 | + | r.Shadow.WholeSceneShadowCacheMb=2000 |
| 130 | - | ;r.BasePassForceOutputsVelocity=1 |
| 130 | + | gc.TimeBetweenPurgingPendingKillObjects=900 |
| 131 | - | ;r.DefaultFeature.Antialiasing=2 |
| 131 | + | gc.NumRetriesBeforeForcingGC=5 |
| 132 | - | ;r.TemporalAA.Upscaler=1 |
| 132 | + | gc.MinDesiredObjectsPerSubTask=20 |
| 133 | - | ;r.Reflections.Denoiser=2 |
| 133 | + | |
| 134 | s.ContinuouslyIncrementalGCWhileLevelsPendingPurge=0 | |
| 135 | r.ShaderPipelineCache.BatchTime=2 | |
| 136 | r.ShaderPipelineCache.BackgroundBatchTime=0 | |
| 137 | r.ShaderPipelineCache.PrecompileBatchTime=0 | |
| 138 | s.AsyncLoadingTimeLimit=2 | |
| 139 | s.PriorityAsyncLoadingExtraTime=1 | |
| 140 | s.UnregisterComponentsTimeLimit=2 | |
| 141 | s.LevelStreamingActorsUpdateTimeLimit=2 | |
| 142 | s.PriorityLevelStreamingActorsUpdateExtraTime=1 | |
| 143 | s.LevelStreamingComponentsUnregistrationGranularity=10 | |
| 144 | s.LevelStreamingComponentsRegistrationGranularity=50 | |
| 145 | r.Streaming.NumStaticComponentsProcessedPerFrame=500 | |
| 146 | ||
| 147 | ; Enable this if you're still getting some stutter. Experimental. | |
| 148 | ; r.LevelStreamingDistanceScale=999999 | |
| 149 | ||
| 150 | ; Extra optimizations for streaming | |
| 151 | - | ;r.HZBOcclusion=0 |
| 151 | + | |
| 152 | r.Streaming.FullyLoadUsedTextures=1 | |
| 153 | r.Streaming.HLODStrategy=2 | |
| 154 | r.bForceCPUAccessToGPUSkinVerts=True | |
| 155 | r.Streaming.FramesForFullUpdate=2 | |
| 156 | r.Streaming.DropMips=0 | |
| 157 | r.Streaming.LimitPoolSizeToVRAM=0 | |
| 158 | r.Streaming.MipBias=0 | |
| 159 | r.Streaming.UseAllMips=1 | |
| 160 | r.Streaming.UseMaterialData=1 | |
| 161 | r.Streaming.UseNewMetrics=1 | |
| 162 | r.Streaming.UsePerTextureBias=1 | |
| 163 | r.Shaders.Optimize=1 | |
| 164 | r.Shaders.FastMath=1 | |
| 165 | r.UseShaderCaching=1 | |
| 166 | r.UseShaderPredraw=1 | |
| 167 | - | |
| 167 | + | |
| 168 | r.TargetPrecompileFrameTime=13 | |
| 169 | r.PredrawBatchTime=13 | |
| 170 | - | |
| 170 | + | |
| 171 | r.AccelTargetPrecompileFrameTime=0 | |
| 172 | r.Streaming.DefragDynamicBounds=1 | |
| 173 | r.Streaming.PoolSize=8000 | |
| 174 | - | |
| 174 | + | |
| 175 | ||
| 176 | - | r.Shadow.WholeSceneShadowCacheMb=1000 |
| 176 | + | |
| 177 | - | gc.LowMemory.MemoryThresholdMB=8000 |
| 177 | + | |
| 178 | - | gc.TimeBetweenPurgingPendingKillObjects=30 |
| 178 | + | |
| 179 | - | ;gc.NumRetriesBeforeForcingGC=5 |
| 179 | + | |
| 180 | - | ;gc.MinDesiredObjectsPerSubTask=20 |
| 180 | + | s.AsyncLoadingThreadEnabled=True |
| 181 | ||
| 182 | ; Maintain aspec ratio for ultrawide monitors. | |
| 183 | ; Enable if you have wide monitor and you feel like zoom is too close. | |
| 184 | [/Script/Engine.LocalPlayer] | |
| 185 | ; AspectRatioAxisConstraint=AspectRatio_MaintainYFOV |