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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 |