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- ; Paste under Engine.ini after last line
- ; Settings for better performance with integrated graphics using TAA 60%
- [SystemSettings]
- ; post processing
- r.AmbientOcclusionLevels=0
- r.DepthOfFieldQuality=0
- r.LensFlareQuality=0
- r.SceneColorFringeQuality=0
- r.EyeAdaptationQuality=0
- r.BloomQuality=0
- r.Tonemapper.GrainQuantization=0
- r.HighQualityLightMaps=0
- r.MotionBlurQuality=0
- r.Tonemapper.Quality=0
- r.ParticleLightQuality=0
- ; LOD
- r.ViewDistanceScale=1
- r.SkeletalMeshLODBias=0
- r.MipMapLODBias=0
- foliage.LODDistanceScale=0.8
- r.LandscapeLODBias=0
- ; Foliage
- foliage.DensityScale=0.2
- grass.DensityScale=0.2
- ; shadow
- r.ShadowQuality=4
- r.Shadow.DistanceScale=0.5
- r.AOQuality=0
- r.Atmosphere=0
- ; Texture
- r.MaxAnisotropy=2
- ; effects quality
- r.RefractionQuality=0
- r.SSR.Quality=0
- r.DetailMode=0
- r.MaterialQualityLevel=0
- r.SSS.Quality=0
- ; Temporal AA upgrades, only works with dlss off.
- ; r.PostProcessAAQuality=4
- ; Increase to reduce ghosting at cost of performance: (4, 8=default, 16, 32, 64).
- r.TemporalAASamples=4
- ; Set 1 when using r.ScreenPercentage < 100 to use TAA for better upscaling.
- r.TemporalAA.Upsampling=1
- ; Use to scale with TAA. Set < 100 when FPS goals not met. 80 is generally decent for higher resolution.
- r.ScreenPercentage=60
- r.Upscale.Quality=3
- ; optimizations
- niagara.CreateShadersOnLoad=1
- r.CreateShadersOnLoad=1
- D3D12.PSO.DiskCache=1
- D3D12.PSO.DriverOptimizedDiskCache=1
- ;r.HZBOcclusion=0
- r.AllowOcclusionQueries=1
- r.Shaders.Optimize=1
- r.ShaderPipelineCache.StartupMode=3
- r.ShaderPipelineCache.Enabled=1
- r.ShaderPipelineCache.ReportPSO=1
- r.ShaderPipelineCache.GameFileMaskEnabled=0
- r.ShaderPipelineCache.LazyLoadShadersWhenPSOCacheIsPresent=1
- r.ShaderPipelineCache.BatchSize=50
- r.XGEShaderCompile=1
- r.XGEShaderCompile.Mode=1
- r.XGEShaderCompile.Xml.BatchGroupSize=256
- r.XGEShaderCompile.Xml.BatchSize=16
- r.XGEShaderCompile.Xml.JobTimeout=0.500000
- r.GPUParticle.Simulate=1
- r.GTSyncType=1
- ; might help with lag and stutter at cost of input lag
- r.OneFrameThreadLag=1
- ; Allow tearing when you have a VRR capable monitor
- r.D3D11.UseAllowTearing=1
- r.D3D12.UseAllowTearing=1
- ; Extra stutter optimizations for streaming and GC
- ;gc.LowMemory.MemoryThresholdMB=5000
- ;gc.TimeBetweenPurgingPendingKillObjects=30
- ;gc.NumRetriesBeforeForcingGC=5
- ;gc.MinDesiredObjectsPerSubTask=20
- ; Improves stutter but will cause glitches in minigame. (Crane games)
- ;s.ForceGCAfterLevelStreamedOut=0
- ; Improves stutter but will cause glitches in minigame. (Crane games)
- ;s.ContinuouslyIncrementalGCWhileLevelsPendingPurge=0
- r.ShaderPipelineCache.BatchTime=2
- r.ShaderPipelineCache.BackgroundBatchTime=0
- r.ShaderPipelineCache.PrecompileBatchTime=0
- ; Extra optimizations for streaming
- r.Streaming.LimitPoolSizeToVRAM=0
- r.Streaming.UseMaterialData=1
- r.Streaming.UseNewMetrics=1
- r.Streaming.UsePerTextureBias=1
- r.Shaders.Optimize=1
- r.Shaders.FastMath=1
- r.UseShaderCaching=1
- r.UseShaderPredraw=1
- r.UseAsyncShaderPrecompilation=1
- r.TargetPrecompileFrameTime=13
- r.PredrawBatchTime=13
- r.AccelPredrawBatchTime=0
- r.AccelTargetPrecompileFrameTime=0
- r.Streaming.DefragDynamicBounds=1
- ; Tune streaming pool to half your vram in MB
- ;r.Streaming.PoolSize=256
- ;r.Streaming.MaxTempMemoryAllowed=256
- ; Additional streaming tweaks for stutter fixes
- r.Streaming.MinMipForSplitRequest=0
- r.Streaming.HiddenPrimitiveScale=0.5
- r.Streaming.AmortizeCPUToGPUCopy=1
- r.Streaming.MaxNumTexturesToStreamPerFrame=4
- r.Streaming.NumStaticComponentsProcessedPerFrame=4
- r.Streaming.FramesForFullUpdate=1
- s.AsyncLoadingThreadEnabled=1
- s.AsyncLoadingTimeLimit=4
- s.LevelStreamingActorsUpdateTimeLimit=4
- s.UnregisterComponentsTimeLimit=4
- s.AsyncLoadingUseFullTimeLimit=0
- ;s.IoDispatcherCacheSizeMB=256
- s.LevelStreamingComponentsRegistrationGranularity=1
- s.LevelStreamingComponentsUnregistrationGranularity=1
- s.MaxIncomingRequestsToStall=1
- s.MaxReadyRequestsToStallMB=0
- s.MinBulkDataSizeForAsyncLoading=0
- s.PriorityAsyncLoadingExtraTime=0
- s.PriorityLevelStreamingActorsUpdateExtraTime=0
- [ConsoleVariables]
- AllowAsyncRenderThreadUpdates=1
- AllowAsyncRenderThreadUpdatesDuringGamethreadUpdates=1
- AllowAsyncRenderThreadUpdatesEditor=1
- s.AsyncLoadingThreadEnabled=True
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