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- [Core.System]
- Paths=../../../Engine/Content
- Paths=%GAMEDIR%Content
- Paths=../../../Engine/Plugins/SQEX/OSDKModule/Content
- Paths=../../../Engine/Plugins/2D/Paper2D/Content
- Paths=../../../Engine/Plugins/Media/MediaCompositing/Content
- Paths=../../../Engine/Plugins/Runtime/CriWare/CriWare/CriWare/Content
- Paths=../../../Engine/Plugins/UnrealEnginePython/Content
- [SystemSettings]
- r.LandscapeLODBias=-3 ; more landscape detail, game default = 0
- r.SkeletalMeshLODBias=-2 ; increase character LODs. game default = 0
- r.LightMaxDrawDistanceScale=2.5 ; increases light distance? game default = 1 (increased to 2.5)
- r.Streaming.PoolSize=2048 ; game default = 1500
- r.Streaming.MaxTempMemoryAllowed=128 ; game default = 50, lets increase it a little
- r.UseShaderCaching=1 ; game default = 0
- r.UseShaderPredraw=1 ; game default = 0
- a.URO.ForceInterpolation=1 ; game default = 0
- a.URO.ForceAnimRate=2 ; 1 = 30fps, 2 = 60fps? game default = 0
- r.ViewDistanceScale=5 ; game default is 5!? no need to change it, just set it here so nothing can override it
- r.StaticMeshLODDistanceScale=0.25 ; similarly, game default is 0.25, seems good enough as is
- foliage.LODDistanceScale=5 ; increase grass LOD distance, not much perf impact. game default = 1
- foliage.LODDistanceScale=15
- foliage.MinInstancesPerOcclusionQuery=1024 ; game default = 256, but UE4 recommended is 1024-65536...
- foliage.MinVertsToSplitNode=16384 ; default 4096
- foliage.DensityScale=7
- r.DefaultFeature.AntiAliasing=2 ; game default = 1
- r.PostProcessAAQuality=6 ; game default = 6
- r.TemporalAASamples=32 ; game default = 8
- r.TemporalAAPauseCorrect=1 ; game default = 1
- r.TemporalAACurrentFrameWeight=0.08 ; game default = 0.04
- r.TemporalAAFilterSize=0.6 ; game default = 1
- r.MaxAnisotropy=16 ; game default = 8
- r.Tonemapper.Sharpen=0.5 ; game default = 0
- r.LightFunctionQuality=3 ; game default = 1 (adjusted to 3)
- r.LensFlareQuality=3 ; default 2
- r.EyeAdaptation.MethodOveride=2 ; set basic eye adaptation (the histogram-based method does not work correctly in DQXI and will result in overexposure in certain spots!)
- r.EyeAdaptationQuality=3 ; creates an auto-exposure effect when going from a dark environment to bright or vice-versa (default 0, set in Scalability) -- this can cause an "overexposure" issue in certain spots! disable if necessary
- r.ParticleLightQuality=2 ; Simple+HQ lights, game default = 1 (only simple lights)
- r.RefractionQuality=3 ; default 2
- r.ReflectionEnvironmentScale=1 ; default 0.5
- r.DepthOfFieldQuality=4 ; default 1
- r.DepthOfField.MaxSize=100
- r.DepthOfFieldNearBlurSizeThreshold=0.005
- r.SSR.Quality=4
- r.SSS.Filter=1
- r.SSS.SampleSet=2
- r.SSS.Quality=1
- r.SSS.HalfRes=0
- r.VolumetricFog=1
- r.VolumetricFog.GridPixelSize=8
- r.VolumetricFog.GridSizeZ=128
- r.VolumetricFog.HistoryMissSupersampleCount=4
- r.MinScreenRadiusForLights=0.015 ; game default = 0.03
- r.MinScreenRadiusForSmallLights=0.005 ; game default = 0.01
- r.Shadow.MaxCSMResolution=4096 ; game default = 2048
- r.Shadow.CSMDepthBias=10 ; game default = 20
- r.MinScreenRadiusForCSMDepth=0.0 ; always enable CSM Depth
- r.Shadow.CSM.MaxCascades=16
- r.Shadow.TexelsPerPixel=10
- r.Shadow.RadiusThreshold=0.0
- r.Shadow.CSM.TransitionScale=2
- r.Shadow.SpotLightTransitionScale=512
- r.Shadow.DistanceScale=1.7 ; when used with CSMDepthBias change above this actually seems to work nicely?, game default = 1
- [ConsoleVariables]
- r.RenderTargetInitializeBufferSizeX=2560 ; default 1600 x 900
- r.RenderTargetInitializeBufferSizeY=1440 ; changed to 2560x1440
- r.LightPropagationVolume=1 ; default 0
- r.AmbientOcclusionRadiusSkin=10 ; default 5 in DE, 10 in OG
- r.AmbientOcclusionRadiusScale=0.8 ; slight scaling of general model AO radius
- r.AmbientOcclusionSampleSetQuality=1 ; improve quality of ambient occlusion
- r.AmbientOcclusionStaticFraction=1 ; same with this
- r.AmbientOcclusionMaxQuality=-100 ; fixed to (negative) 100 (overrides postprocessvolume setting)
- r.AmbientOcclusionLevels=2
- r.AmbientOcclusionMipLevelFactor=0 ; 0 will always use the highest mip level regardless of postprocessing (set in Scalability), but may cause cache to be wasted (less RAM efficient), default 0.5
- r.BloomQuality=5 ; default 3, 5 is highest quality
- r.Bloom.Cross=-0.7 ; strengthen bloom effect
- r.DistanceFields.FixedSizeAtlasTexture=0 ; default 1 -- dynamic size for atlas texture
- r.DistanceFields.AtlasSizeZ=1024 ; default 512, changed by devs from 1024 (UE4 default)
- r.DFShadowFixedLightTiles=256 ; default 128
- r.AllowGlobalClipPlane=1
- r.TonemapperGamma=1.8 ; enable tonemapper gamma (improved s-curve to linear gamma by default), default 2.0 / 0-(reverts to linear gamma)
- r.Color.Mid=0.5 ; added to counteract a slightly lower tonemappergamma value, improves colors (less "washed-out"), default 0.5
- r.EnableAsyncComputeTranslucencyLightingVolumeClear=1 ; disabled by the devs due to issues w/ the PS4 version
- r.Shadow.CacheWholeSceneShadows=1
- r.AOGlobalDistanceField=1 ; default 0
- r.AOHeightfieldOcclusion=1 ; default 0
- r.HeightfieldGlobalIllumination=1 ; default 0
- r.Shadow.MinWholeSceneShadowMapSizeX=6144 ; default 3072 in DE, set to OG value
- r.Shadow.MinWholeSceneShadowMapSizeY=2048 ; default 1024 in DE, set to OG value
- r.Shadow.MinPointLightShadowResolution=128 ; adjusted in 0.0.2 (32 -> 128)
- r.Shadow.MaxPointLightShadowResolution=2048 ; adjusted in 0.0.2 (1024 -> 2048)
- r.MinNumReflectionCaptures=200
- r.Jittering=1
- r.TiledDeferredShading=1 ; "false" by default, 1 is UE4 default -- "no 80 point lights are placed", so devs turned off
- [/script/enginesettings.gamemapssettings]
- GameShippingMap=/Game/Maps/Product/PL_Title_Return
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