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- [SystemSettings]
- # Edit this file with any CVar changes you want the game to use on startup (make sure they're underneath the [SystemSettings] line)
- # and copy it into your "Documents\My Games\FINAL FANTASY VII REMAKE\Saved\Config\WindowsNoEditor\" folder, as Engine.ini
- # (you might need to create the WindowsNoEditor folder, since game doesn't create it by default)
- # If CVars don't seem to be changed ingame (you can check with dev-console), try renaming Engine.ini to Engine instead
- # as your system might be hiding the existing .ini extension (Windows hides extensions by default)
- # The ingame resolution options are limited to 2160p and below
- # but you can uncomment the r.SetRes line below & change it to any custom resolution supported by your GPU/monitor
- # If the SetRes string ends with "f" (without quotes), the game will try using exclusive fullscreen (requires -dx11 launch param)
- # Similarly, "wf" will run it in a borderless window, while "w" will use windowed mode
- # Note that exclusive fullscreen seems to have issues when alt-tabbing!
- r.SetRes=1280x720wf
- # Render in lower resolution and upscale for better performance.
- #r.ScreenPercentage=90
- # Render in lower resolution for secondary spatial upscale.
- #r.SecondaryScreenPercentage.GameViewport=100
- # Disable in-game target frame rate and Vsync to ensure stability with streaming of level data.
- # Enable SteamOS frame rate limit and set it to 40.
- t.MaxFPS=0
- r.vsync=0
- # Uncomment lines below to disable the buggy dynamic resolution used by the game
- # (UE4 on PC isn't meant to use DRS, UE4 devs themselves have said it won't run on PC properly, see my post for more info: https://forums.nexusmods.com/index.php?/topic/10858168-ffviihook-ue4-dev-console-unlocker/page-44#entry103836498)
- r.DynamicRes.OperationMode=0
- r.DynamicRes.MinScreenPercentage=100
- # Disable DOF
- r.DepthOfField.FarBlur=0
- r.DepthOfFieldQuality=0
- r.FastVRam.BokehDOF=0
- r.FastVRam.CircleDOF=0
- r.FastVRam.DOFSetup=0
- r.DOF.Kernel.MaxBackgroundRadius=0.0000
- r.DOF.Kernel.MaxForegroundRadius=0.0000
- r.FastVRam.DOFPostfilter=0
- r.FastVRam.DOFReduce=0
- # Disable motion blur
- r.DefaultFeature.MotionBlur=0
- r.MotionBlurQuality=0
- r.MeshParticle.MinDetailModeForMotionBlur=0
- r.MotionBlur.Amount=0
- r.MotionBlur.Max=0
- r.MotionBlur.Scale=0.000000
- r.MotionBlurDebug=0
- r.MotionBlurIntensityOverride=0.000000
- r.MotionBlurLimitationOverride=0.000000
- r.MotionBlurRestrainOverride=0.000000
- r.MotionBlurScatter=0
- r.MotionBlurSeparable=0
- # Disable film grain
- r.Tonemapper.GrainQuantization=0
- # Drastically reduced fog grid and pixel size from default settings.
- # Big performance gains for little to no loss in fog quality.
- r.VolumetricFog=1
- r.VolumetricFog.GridSizeZ=24
- r.VolumetricFog.GridPixelSize=12
- r.VolumetricFog.DepthDistributionScale=4.000000
- # Material and lighting.
- r.MaterialQualityLevel=2
- r.NormalMapsForStaticLighting=1
- # Sub-surface scattering.
- r.SubsurfaceScattering=1
- r.SSS.Quality=1
- r.SSS.SampleSet=2
- r.SSS.HalfRes=0
- r.SSS.Checkerboard=0
- # Ambient occlusion.
- r.AmbientOcclusionLevels=2
- r.AmbientOcclusion.AsyncComputeBudget=4
- # Enable TAA and disable MSAA.
- r.PostProcessAAQuality=4
- r.MSAA.AllowCustomResolves=0
- r.MSAA.CompositingSampleCount=1
- r.MSAACount=0
- r.TemporalAA.Upscaler=1
- r.TemporalAA.AllowDownsampling=0
- r.TemporalAACurrentFrameWeight=0.4
- r.TemporalAAFilterSize=1
- r.TemporalAAUpsampleFitered=1
- r.TemporalAASamples=4
- r.TemporalAA.Upsampling=1
- r.TemporalAACatmullRom=1
- # HistoryScreenPercentage controls the size of TAA history.
- r.TemporalAA.HistoryScreenPercentage=80
- # TemporalAA.Algorithm to 1 to enable TSR in UE5 games.
- r.TemporalAA.Algorithm=0
- r.TemporalAASharpen=0.1
- # Disable blur on transparent volumes.
- r.TranslucencyVolumeBlur=0
- # Disable distortion.
- r.DisableDistortion=1
- # LOD Bias. MipMapLodBias kept at 0, max out r.MaxAnisotropy
- r.MipMapLodBias=0
- r.LandscapeLODBias=-15
- r.ParticleLODBias=-15
- r.SkeletalMeshLODBias=-15
- # Texture and texture streaming.
- r.MaxAnisotropy=16
- r.Streaming.MipBias=0
- r.Streaming.PoolSize=4275
- # This is set to arbitrary high to avoid bottleneck.
- r.Streaming.MaxTempMemoryAllowed=100000
- # All textures are processed with default behaviour.
- r.Streaming.MinMipForSplitRequest=0
- # Reduces less texture pop.
- r.Streaming.HiddenPrimitiveScale=1
- # Set these variables to <= 2 to remove stuttering.
- r.Streaming.AmortizeCPUToGPUCopy=1
- # Specify how many textures and objects in the level are processed per frame.
- # For 40 FPS, use the value 2 = 3 * 40/60
- r.Streaming.MaxNumTexturesToStreamPerFrame=2
- r.Streaming.NumStaticComponentsProcessedPerFrame=2
- # Calculate how much data to process per frame by spreading operations across a set number of frames.
- r.Streaming.FramesForFullUpdate=1
- # Asynchronous streaming
- s.AsyncLoadingThreadEnabled=1
- s.AsyncLoadingTimeLimit=0.1
- s.LevelStreamingActorsUpdateTimeLimit=0.1
- s.UnregisterComponentsTimeLimit=0.1
- s.AsyncLoadingUseFullTimeLimit=0
- # Size of cache for partially downloaded level assets over multiple frames.
- s.IoDispatcherCacheSizeMB=256
- # Force multiple assets to be deferred and loaded one at a time.
- s.LevelStreamingComponentsRegistrationGranularity=1
- s.LevelStreamingComponentsUnregistrationGranularity=1
- # Allow assets to be loaded in one at a time regardless of size.
- s.MaxIncomingRequestsToStall=1
- s.MaxReadyRequestsToStallMB=0
- s.MinBulkDataSizeForAsyncLoading=0
- # Disable time limit to prevent stutter.
- s.PriorityAsyncLoadingExtraTime=0
- # Disable swarm shader compilation.
- r.XGEShaderCompile=0
- # Uncomment these lines for DX12.
- D3D12.PSO.DiskCache=1
- D3D12.PSO.DriverOptimizedDiskCache=1
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