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1 | ; Paste under Engine.ini after last line | |
2 | - | ; Settings for Ultra High Quality Mode with High Quality DLSS enabled |
2 | + | ; Settings for Ultra High Quality Mode for 10G VRAM |
3 | ||
4 | [SystemSettings] | |
5 | ; post processing | |
6 | r.BlurGBuffer=-1 | |
7 | r.AmbientOcclusionLevels=2 | |
8 | ;r.AmbientOcclusionRadiusScale=1 | |
9 | ;r.AmbientOcclusionMipLevelFactor=0.5 | |
10 | r.DepthOfFieldQuality=3 | |
11 | r.RenderTargetPoolMin=400 | |
12 | r.LensFlareQuality=3 | |
13 | r.SceneColorFringeQuality=1 | |
14 | r.EyeAdaptationQuality=2 | |
15 | r.BloomQuality=5 | |
16 | r.FastBlurThreshold=7 | |
17 | r.Upscale.Quality=3 | |
18 | r.MotionBlurQuality=4 | |
19 | r.Tonemapper.Quality=5 | |
20 | r.ToneMapper.Sharpen=0.3 | |
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=3 | |
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=1000 | |
52 | r.SkeletalMeshLODBias=-1 | |
53 | r.MipMapLODBias=-1 | |
54 | r.StaticMeshLODDistanceScale=0.25 | |
55 | - | r.SkeletalMeshLODRadiusScale=0.25 |
55 | + | |
56 | r.LandscapeLODDistributionScale=3 | |
57 | r.LandscapeLOD0DistributionScale=3 | |
58 | r.LODFadeTime=2 | |
59 | r.UITextureLODBias=-1 | |
60 | ;grass.CullDistanceScale=2 | |
61 | r.LevelStreamingDistanceScale=10 | |
62 | ||
63 | ; Foliage | |
64 | foliage.DensityScale=1.0 | |
65 | grass.DensityScale=1.0 | |
66 | foliage.DitheredLOD=1 | |
67 | foliage.LODDistanceScale=3 | |
68 | ||
69 | ; shadow | |
70 | r.ShadowQuality=5 | |
71 | r.Shadow.CSM.MaxCascades=5 | |
72 | r.Shadow.MaxResolution=4096 | |
73 | r.Shadow.MaxCSMResolution=4096 | |
74 | r.Shadow.RadiusThreshold=0.03 | |
75 | r.AllowLandscapeShadows=1 | |
76 | r.Shadow.DistanceScale=3 | |
77 | r.ContactShadows=1 | |
78 | ; FilterMethod=0 is standard style. 1 = PCSS, for more diffused softer realistic shadows. Pick based on preference. | |
79 | r.Shadow.FilterMethod=0 | |
80 | ; Increasing uses more VRAM for shadows for higher quality | |
81 | - | r.Shadow.TexelsPerPixel=3 |
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. |
90 | + | |
91 | - | r.SSGI.Enable=0 |
91 | + | |
92 | - | r.SSGI.HalfRes=1 |
92 | + | |
93 | - | r.SSGI.Quality=4 |
93 | + | |
94 | r.Water.SingleLayer.SSRTAA=0 | |
95 | r.Water.EnableShallowWaterSimulation=1 | |
96 | r.Water.EnableUnderwaterPostProcess=1 | |
97 | r.Water.SingleLayer.RefractionFullPrecision=1 | |
98 | ||
99 | ; Texture | |
100 | r.MaxAnisotropy=16 | |
101 | r.VT.MaxAnisotropy=16 | |
102 | ||
103 | ; effects quality | |
104 | r.RefractionQuality=3 | |
105 | r.ReflectionCaptureResolution=1024 | |
106 | r.SSR.Quality=3 | |
107 | r.SceneColorFormat=4 | |
108 | r.DetailMode=2 | |
109 | r.TranslucencyVolumeBlur=1 | |
110 | r.MaterialQualityLevel=2 | |
111 | r.SSS.Quality=1 | |
112 | ||
113 | ; DLSS - Enable to use DLSS when you need more performance. Turn off for better image and no ghosting. | |
114 | r.NGX.Enable=1 | |
115 | ; DLSS quality- -2: Ultra Performance, -1: Performance (default), | |
116 | ; 0: Balanced, 1: Quality, 2: Ultra Quality | |
117 | ; Adjust DLSS quality ingame instead | |
118 | ; r.NGX.DLSS.Quality=1 | |
119 | ; DLSS sharpness 0-1 | |
120 | r.NGX.DLSS.Sharpness=0.8 | |
121 | ; Enable to allow DLSS to adjust auto exposure to reduce ghosting. | |
122 | - | r.NGX.DLSS.Quality=1 |
122 | + | |
123 | ; Enable these too when enabling dlss | |
124 | r.BasePassForceOutputsVelocity=1 | |
125 | r.DefaultFeature.Antialiasing=2 | |
126 | r.TemporalAA.Upscaler=1 | |
127 | r.Reflections.Denoiser=2 | |
128 | ||
129 | ; Temporal AA upgrades, only works with dlss off, or submenu screens like character page. | |
130 | ; r.PostProcessAAQuality=5 | |
131 | ; r.TemporalAA.Algorithm=1 | |
132 | ; r.TemporalAASharpness=1 | |
133 | ; Increase to reduce ghosting at cost of performance: (4, 8=default, 16, 32, 64). | |
134 | - | r.PostProcessAAQuality=5 |
134 | + | ; r.TemporalAASamples=16 |
135 | - | r.TemporalAA.Algorithm=1 |
135 | + | |
136 | - | r.TemporalAASharpness=1 |
136 | + | ; r.TemporalAA.Upsampling=1 |
137 | ; Use to scale with TAA. Set < 100 when FPS goals not met. 80 is generally decent for higher resolution. | |
138 | - | r.TemporalAASamples=16 |
138 | + | ; r.ScreenPercentage=80 |
139 | ||
140 | - | r.TemporalAA.Upsampling=1 |
140 | + | |
141 | r.Shaders.Optimize=1 | |
142 | - | r.ScreenPercentage=80 |
142 | + | |
143 | ||
144 | - | niagara.CreateShadersOnLoad=1 |
144 | + | |
145 | - | r.CreateShadersOnLoad=1 |
145 | + | |
146 | - | D3D12.PSO.DiskCache=1 |
146 | + | |
147 | - | D3D12.PSO.DriverOptimizedDiskCache=1 |
147 | + | |
148 | - | ;r.HZBOcclusion=0 |
148 | + | |
149 | - | r.AllowOcclusionQueries=1 |
149 | + | |
150 | ||
151 | - | r.ShaderPipelineCache.StartupMode=3 |
151 | + | |
152 | - | r.ShaderPipelineCache.Enabled=1 |
152 | + | ;gc.LowMemory.MemoryThresholdMB=8000 |
153 | - | r.ShaderPipelineCache.ReportPSO=1 |
153 | + | gc.TimeBetweenPurgingPendingKillObjects=60 |
154 | - | r.ShaderPipelineCache.GameFileMaskEnabled=0 |
154 | + | ; gc.NumRetriesBeforeForcingGC=5 |
155 | - | r.ShaderPipelineCache.LazyLoadShadersWhenPSOCacheIsPresent=1 |
155 | + | ; gc.MinDesiredObjectsPerSubTask=20 |
156 | - | r.ShaderPipelineCache.BatchSize=50 |
156 | + | ; Improves stutter but will cause glitches in minigame. (Crane games) |
157 | - | r.XGEShaderCompile=1 |
157 | + | |
158 | - | r.XGEShaderCompile.Mode=1 |
158 | + | ; Improves stutter but will cause glitches in minigame. (Crane games) |
159 | - | r.XGEShaderCompile.Xml.BatchGroupSize=256 |
159 | + | ;s.ContinuouslyIncrementalGCWhileLevelsPendingPurge=0 |
160 | - | r.XGEShaderCompile.Xml.BatchSize=16 |
160 | + | |
161 | - | r.XGEShaderCompile.Xml.JobTimeout=0.500000 |
161 | + | |
162 | - | r.GPUParticle.Simulate=1 |
162 | + | |
163 | AllowAsyncRenderThreadUpdatesDuringGamethreadUpdates=1 | |
164 | AllowAsyncRenderThreadUpdatesEditor=1 | |
165 | ||
166 | ; Maintain aspec ratio for ultrawide monitors. | |
167 | ; Enable if you have wide monitor and you feel like zoom is too close. | |
168 | [/Script/Engine.LocalPlayer] | |
169 | ; AspectRatioAxisConstraint=AspectRatio_MaintainYFOV |