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- CVar Value Help/Notes
- -MAIN-
- r.MobileContentScaleFactor 0-3
- r.SetRes ####x#### ###x###w/f/wf/wm. "i.e 1920x1080f".
- r.DontLimitOnBattery 0-1 1= Limit performance on Battery 0= Do not limit performance on Battery.
- r.RenderTargetPoolMin #### If the render target pool size (in MB) is below this number there is no deallocation of rendertargetsDefault is 200 MB.
- r.Streaming.PoolSize #### -1: Default texture pool size, otherwise the size in MB.
- r.HighQualityLightMaps 0-1 If set to 1, allow high quality lightmaps which don't bake in direct lighting of stationary lights.
- r.SupportLowQualityLightmaps 0-1
- r.HZBOcclusion 0-1 Defines which occlusion system is used.
- r.FinishCurrentFrame 0-1 If on, the current frame will be forced to finish and render to the screen instead of being buffered. This will improve latency, but slow down overall performance.
- (?)r.GBufferFormat 0,1,5 Defines the memory layout used for the GBuffer. (affects performance, mostly through bandwidth, quality of normals and material attributes).
- *r.MotionBlurSoftEdgeSize 0-(?) 0=off (not free and does never completely disable), >0, 1.0 (default).
- r.MSAA.CompositingSampleCount 1,2,4,8 Affects the render quality of the editor 3d objects.
- r.SceneColorFormat 0-5(3) Defines the memory layout (RGBA) used for the scene color. 0: 32Bit (mostly for testing, likely to unusable with HDR) - 5: 128Bit (unreasonable but good for testing).
- r.DrawRectangleOptimization 0-1 Controls an optimization for DrawRectangle(). When enabled a triangle can be used to draw a quad in certain situations (viewport sized quad).
- r.Shaders.Optimize 0-1 Whether to optimize shaders.
- r.CompileShadersForDevelopment 0-1 Setting this to 0 allows to ship a game with more optimized shaders as some editor and development features are not longer compiled into the shaders.
- (?)r.FastBlurThreshold 0-15 Defines at what radius the Gaussian blur optimization kicks in.
- r.TriangleOrderOptimization 0-2 0: Use NVTriStrip (slower) - 1: Use Forsyth algorithm (fastest/default) - 2: No triangle order optimization (least efficient).
- r.Upscale.Quality 0-3 0: Nearest filtering - 1: Simple Bilinear - 2: 4 tap bilinear - 3: Directional blur with unsharp mask upsample (default).
- r.SSS.SampleSet 0-2
- -QUALITY-
- r.EyeAdaptationQuality 0-3 Defines the eye adaptation quality which allows to adjust for quality or performance.
- r.BloomQuality 0-5 >5: force experimental higher quality on mobile (can be quite slow on some hardware).
- r.SSR.Quality 0-4 Whether to use screen space reflections and at what quality setting.
- r.DepthOfFieldQuality 0-2 Currently only fully affects BokehDOF. GaussianDOF is either 0 for off, otherwise on.
- r.DepthOfField.MaxSize 100 Allows to clamp the gaussian depth of field radius (for better performance), default: 100.
- r.LightShaftQuality 0-1 Defines the light shaft quality.
- r.RefractionQuality 0-3 Defines the distorion/refraction quality which allows to adjust for quality or performance.
- r.LensFlareQuality 0-3
- r.MotionBlurQuality 0-4 Defines the motion blur method which allows to adjust for quality or performance.
- r.PostProcessAAQuality 0-6 Defines the postprocess anti aliasing method which allows to adjust for quality or performance.
- r.MaterialQualityLevel 0-1 0: Low - 1: High - 2 Medium.
- r.LightFunctionQuality 0-3 Defines the light function quality which allows to adjust for quality or performance.
- r.Tonemapper.Quality 0-1 0: low (minor performance benefit) - 1: high (default, with high frequency pixel pattern to fight 8 bit color quantization).
- r.SceneColorFringeQuality 0-1 0= off but best for performance 1= 3 texture samples.
- r.MaxAnisotropy 1-16 Higher values mean better texure quality when using anisotropic filtering.
- r.ViewDistanceScale 0.0f-1.0f Controls the view distance scale. A primitive's MaxDrawDistance is scaled by this value.
- -SHADOWS-
- r.ShadowQuality 0-5 Defines the shadow method which allows to adjust for quality or performance.
- r.Shadow.MaxResolution #### Max square dimensions (in texels) allowed for rendering shadow depths.
- r.Shadow.DistanceScale 0.5-2.0 Scalability option to trade shadow distance versus performance for directional lights (clamped within a reasonable range).
- r.Shadow.RadiusThreshold 0.1-0.5 Cull shadow casters if they are too small, value is the minimal screen space bounding sphere radius.
- r.Shadow.CSM.TransitionScale 0-2 Allows to scale the cascaded shadow map transition region.
- -PARTICLES-
- *r.ParticleLightQuality (?)
- r.EmitterSpawnRateScale 0.75-1 A global scale upon the spawn rate of emitters. Emitters can choose to apply or ignore it via their bApplyGlobalSpawnRateScale property.
- r.TranslucentLightingVolume 0-1 Whether to allow updating the translucent lighting volumes.
- r.TranslucencyVolumeBlur 0-1 Whether to blur the translucent lighting volumes.
- r.TranslucencyLightingVolumeDim ####(24) Dimensions of the volume textures used for translucency lighting.
- -LOD BIAS-
- r.LandscapeLODBias 0-(?)
- r.SkeletalMeshLODBias 0-(?) LOD bias for skeletal meshes.
- r.ParticleLODBias 0-(?) This controls which particle LOD will be displayed. 0 will use the base, while 1 will use the first LOD, 2 the second LOD and so on.
- r.MipMapLODBias 0-(?)
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