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kenshinakh

PerformanceQuality

Aug 19th, 2022 (edited)
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INI file 3.19 KB | Gaming | 0 0
  1. ; Paste under Engine.ini after last line
  2. ; Settings for Performance High Quality Mode
  3. ; Mid end PC required, assumes video card with at least 6gb vram
  4.  
  5. [SystemSettings]
  6. ; post processing
  7. r.BlurGBuffer=-1
  8. r.AmbientOcclusionLevels=2
  9. r.AmbientOcclusionRadiusScale=1.0
  10. r.DepthOfFieldQuality=2
  11. r.RenderTargetPoolMin=400
  12. r.LensFlareQuality=2
  13. r.SceneColorFringeQuality=0
  14. r.EyeAdaptationQuality=2
  15. r.BloomQuality=5
  16. r.FastBlurThreshold=7
  17. r.Upscale.Quality=3
  18. r.Tonemapper.GrainQuantization=1
  19. r.HighQualityLightMaps=1
  20. r.MotionBlurQuality=3
  21. r.Tonemapper.Quality=5
  22. r.ToneMapper.Sharpen=1
  23. r.ParticleLightQuality=2
  24.  
  25. ; LOD
  26. r.ViewDistanceScale=10
  27. r.SkeletalMeshLODBias=-1
  28. r.MipMapLODBias=-1
  29. foliage.LODDistanceScale=1
  30. r.StaticMeshLODDistanceScale=1
  31. r.SkeletalMeshLODRadiusScale=1
  32. r.LandscapeLODBias=-1
  33.  
  34. ; Foliage
  35. foliage.DensityScale=0.8
  36. grass.DensityScale=0.8
  37. foliage.DitheredLOD=1
  38.  
  39. ; shadow
  40. r.ShadowQuality=5
  41. r.Shadow.CSM.MaxCascades=10
  42. r.Shadow.MaxResolution=2048
  43. r.Shadow.MaxCSMResolution=2048
  44. r.Shadow.RadiusThreshold=0.02
  45. r.AllowLandscapeShadows=1
  46. r.Shadow.DistanceScale=4
  47. r.ContactShadows=1
  48. ; FilterMethod=0 is standard style. 1 = PCSS, for more diffused softer realistic shadows. Pick based on preference.
  49. r.Shadow.FilterMethod=0
  50. r.LightMaxDrawDistanceScale=5
  51.  
  52. ; Adds cool bloom cross lighting
  53. r.Bloom.Cross=0.6
  54.  
  55. ; Texture
  56. r.MaxAnisotropy=16
  57.  
  58. ; effects quality
  59. r.RefractionQuality=2
  60. r.SSR.Quality=2
  61. r.SceneColorFormat=4
  62. r.DetailMode=2
  63. r.TranslucencyVolumeBlur=1
  64. r.MaterialQualityLevel=2
  65. r.SSS.Quality=0
  66.  
  67. ; DLSS - Enable to use DLSS when you need more performance. Turn off for better image and no motion blur.
  68. ; r.NGX.Enable=1
  69. ; DLSS sharpness 0-1
  70. r.NGX.DLSS.Sharpness=0.5
  71.  
  72. ; Temporal AA upgrades, only works with dlss off.
  73. ; r.PostProcessAAQuality=5
  74. ; r.TemporalAA.Algorithm=1
  75. ; r.TemporalAASharpness=1
  76. ; Increase to reduce ghosting at cost of performance: (4, 8=default, 16, 32, 64).
  77. ; r.TemporalAASamples=16
  78. ; Set 1 when using r.ScreenPercentage < 100 to use TAA for better upscaling.
  79. ; r.TemporalAA.Upsampling=1
  80. ; Use to scale with TAA. Set < 100 when FPS goals not met. 80 is generally decent for higher resolution.
  81. ; r.ScreenPercentage=80
  82.  
  83. ; optimizations
  84. r.Shaders.Optimize=1
  85. r.GTSyncType=1
  86.  
  87. ; might help with lag and stutter at cost of input lag
  88. r.OneFrameThreadLag=1
  89.  
  90. ; Allow tearing when you have a VRR capable monitor
  91. r.D3D11.UseAllowTearing=1
  92. r.D3D12.UseAllowTearing=1
  93.  
  94. ; Extra stutter optimizations for streaming and GC
  95. ;gc.LowMemory.MemoryThresholdMB=8000
  96. gc.TimeBetweenPurgingPendingKillObjects=30
  97. ;gc.NumRetriesBeforeForcingGC=5
  98. ;gc.MinDesiredObjectsPerSubTask=20
  99. ; Improves stutter but will cause glitches in minigame. (Crane games)
  100. s.ForceGCAfterLevelStreamedOut=0
  101. ; Improves stutter but will cause glitches in minigame. (Crane games)
  102. ;s.ContinuouslyIncrementalGCWhileLevelsPendingPurge=0
  103.  
  104. [ConsoleVariables]
  105. AllowAsyncRenderThreadUpdates=1
  106. AllowAsyncRenderThreadUpdatesDuringGamethreadUpdates=1
  107. AllowAsyncRenderThreadUpdatesEditor=1
  108.  
  109. ; Maintain aspec ratio for ultrawide monitors.
  110. ; Enable if you have wide monitor and you feel like zoom is too close.
  111. [/Script/Engine.LocalPlayer]
  112. ; AspectRatioAxisConstraint=AspectRatio_MaintainYFOV
  113.  
  114.  
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