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- ; Paste under Engine.ini after last line
- ; Settings for Performance High Quality Mode
- ; Mid end PC required, assumes video card with at least 6gb vram
- [SystemSettings]
- ; post processing
- r.BlurGBuffer=-1
- r.AmbientOcclusionLevels=2
- r.AmbientOcclusionRadiusScale=1.0
- r.DepthOfFieldQuality=2
- r.RenderTargetPoolMin=400
- r.LensFlareQuality=2
- r.SceneColorFringeQuality=0
- r.EyeAdaptationQuality=2
- r.BloomQuality=5
- r.FastBlurThreshold=7
- r.Upscale.Quality=3
- r.Tonemapper.GrainQuantization=1
- r.HighQualityLightMaps=1
- r.MotionBlurQuality=3
- r.Tonemapper.Quality=5
- r.ToneMapper.Sharpen=1
- r.ParticleLightQuality=2
- ; LOD
- r.ViewDistanceScale=10
- r.SkeletalMeshLODBias=-1
- r.MipMapLODBias=-1
- foliage.LODDistanceScale=1
- r.StaticMeshLODDistanceScale=1
- r.SkeletalMeshLODRadiusScale=1
- r.LandscapeLODBias=-1
- ; Foliage
- foliage.DensityScale=0.8
- grass.DensityScale=0.8
- foliage.DitheredLOD=1
- ; shadow
- r.ShadowQuality=5
- r.Shadow.CSM.MaxCascades=10
- r.Shadow.MaxResolution=2048
- r.Shadow.MaxCSMResolution=2048
- r.Shadow.RadiusThreshold=0.02
- r.AllowLandscapeShadows=1
- r.Shadow.DistanceScale=4
- r.ContactShadows=1
- ; FilterMethod=0 is standard style. 1 = PCSS, for more diffused softer realistic shadows. Pick based on preference.
- r.Shadow.FilterMethod=0
- r.LightMaxDrawDistanceScale=5
- ; Adds cool bloom cross lighting
- r.Bloom.Cross=0.6
- ; Texture
- r.MaxAnisotropy=16
- ; effects quality
- r.RefractionQuality=2
- r.SSR.Quality=2
- r.SceneColorFormat=4
- r.DetailMode=2
- r.TranslucencyVolumeBlur=1
- r.MaterialQualityLevel=2
- r.SSS.Quality=0
- ; DLSS - Enable to use DLSS when you need more performance. Turn off for better image and no motion blur.
- ; r.NGX.Enable=1
- ; DLSS sharpness 0-1
- r.NGX.DLSS.Sharpness=0.5
- ; Temporal AA upgrades, only works with dlss off.
- ; r.PostProcessAAQuality=5
- ; r.TemporalAA.Algorithm=1
- ; r.TemporalAASharpness=1
- ; Increase to reduce ghosting at cost of performance: (4, 8=default, 16, 32, 64).
- ; r.TemporalAASamples=16
- ; 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=80
- ; optimizations
- r.Shaders.Optimize=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=8000
- 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
- [ConsoleVariables]
- AllowAsyncRenderThreadUpdates=1
- AllowAsyncRenderThreadUpdatesDuringGamethreadUpdates=1
- AllowAsyncRenderThreadUpdatesEditor=1
- ; Maintain aspec ratio for ultrawide monitors.
- ; Enable if you have wide monitor and you feel like zoom is too close.
- [/Script/Engine.LocalPlayer]
- ; AspectRatioAxisConstraint=AspectRatio_MaintainYFOV
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