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r.FullScreenMode=0
r.DynamicRes.OperationMode=0 ;Dynamic Resolution
r.Upscale.Quality=4 ;Defines the quality in which
ScreenPercentage and WindowedFullscreen scales the 3d rendering. 0 Nearest
filtering,1 Simple Bilinear, 2 Directional blur with unsharp mask upsample. 3 5-tap
Catmull-Rom bicubic, approximating Lanczos 2. (default), 4 13-tap Lanczos 3., 5 36-
tap Gaussian-filtered unsharp mask (very expensive, but good for extreme
upsampling).
r.Color.Mid=0.5 ;r.Color.Mid Allows to define where the
value 0.5 in the color channels is mapped to after color grading (This is similar
to a gamma correction). Value should be around 0.5, smaller values darken the mid
tones, larger values brighten the mid tones, Default 0.5
r.SceneColorFringeQuality=0
r.SceneColorFringe.Max=0
r.DepthOfField=0.5
r.EmitterSpawnRateScale=1.1 ;Particle spawn count, 1 default
r.FogDensity=0.1
r.VolumetricFog=1
r.VolumetricFog.GridSizeZ=24
r.MipMapLODBias=1 ;Apply additional mip map bias for all 2D
textures, global range of -15.0 sharper Aliased highest detail to 15.0 softer lower
detail
r.SkeletalMeshLODBias=-16 ;Skeletal meshes can have static Level of
Details models. - value being sharper detail + blurred less detail
#r.MotionBlurQuality=1
#r.MotionBlur.PreferCompute=1
r.BlurGBuffer=4
r.DetailMode=2 ;Current detail mode; determines whether
components of actors should be updated ticked. 0 low, show only object with
DetailMode low or higher, 1 medium, show all object with DetailMode medium or
higher, 2 high, show all objects (default)
r.TranslucencyVolumeBlur=0
r.SSS.Filter=1 ;Defines the filter method for Screenspace
Subsurface Scattering feature., 0 point filter (useful for testing, could be
cleaner), 1 bilinear filter
r.SSS.Quality=1
r.SSS.HalfRes=0
r.SSS.SampleSet=2
r.ShadowQuality=4
r.Shadow.CSM.MaxCascades=5
r.Shadow.RadiusThreshold=0.03
r.Shadow.DistanceScale=1
r.Shadow.CSM.TransitionScale=1.0
r.AmbientOcclusionLevels=4
r.AmbientOcclusionMaxQuality=100
r.AmbientOcclusionRadiusScale=0.3
r.TemporalAA.Upscaler=1 ;Choose the upscaling algorithm. 0 Forces the
default temporal upscaler of the renderer; 1 GTemporalUpscaler which may be
overridden by a third party plugin (default).
r.TemporalAA.Upsampling=1 ;Whether to do primary screen percentage with
temporal AA or not. 0 use spatial upscale pass independently of TAA (default); 1
TemporalAA performs spatial and temporal upscale as screen percentage method.
r.TemporalAASamples=16 ;Number of jittered positions for temporal
AA (4, 8=default, 16, 32, 64).
r.TemporalAAUpsampleFiltered=1 ;Use filtering to fetch color history during
TamporalAA upsampling (see AA_FILTERED define in TAA shader). Disabling this makes
TAAU faster, but lower quality.
r.TemporalAAFilterSize=1 ;Size of the filter kernel. (1.0 = smoother,
0.0 = sharper but aliased).
r.TemporalAACurrentFrameWeight=0.5 ;Weight of current frame's contribution to
the history. Low values cause blurriness and ghosting, high values fail to hide
jittering.
r.Tonemapper.Quality=5 ;Defines the Tonemapper Quality in the range
0..5, Depending on the used settings we might pick a faster shader permutation, 0
basic tonemapper only, lowest quality, 1 + FilmContras, 2 + Vignette, 3 +
FilmShadowTintAmount, 4 + Grain, 5 + GrainJitter = full quality (default)
r.TonemapperFilm=1 ;Use new film tone mapper
r.Tonemapper.Sharpen=1 ;Sharpening in the tonemapper (not for
mobile), actual implementation is work in progress, clamped at 10, 0 off(default),
0.5 half strength, 1 full strength
r.Tonemapper.GrainQuantization=1 ;0 low (minor performance benefit) 1 high
(default, with high frequency pixel pattern to fight 8 bit color quantization)
r.TonemapperGamma=2.4 ;Use fixed gamma # instead of sRGB or Rec709
transform
r.SSR.Quality=3 ; 0 - off ... 3 high (glossyusing roughness,
few samples) 4 very high (likely too slow for real-time) Whether to use screen
space reflections and at what quality setting. (limits the setting in the post
process settings which has a different scale) (costs performance, adds more visual
realism but the technique has limits)
r.SSR.MaxRoughness=1.2 ;Allows to override the post process setting
ScreenSpaceReflectionMaxRoughness. It defines until what roughness we fade the
screen space reflections, 0.8 works well, smaller can run faster. (Useful for
testing, no scalability or project setting) 0..1 use specified max roughness
(overrride PostprocessVolume setting) -1 no override (default)
r.SSR.HalfResSceneColor=0
r.ReflectionEnvironment=1
r.RefractionQuality=2
r.TranslucencyVolumeBlur=0
r.LightShaftQuality=1
r.BloomQuality=5 ;1 lowest quality, 5 Highest quality post
processing
r.Shaders.Optimize=1
r.Shaders.FastMath=1 ;Whether to use fast-math optimisations in
shaders.
r.CreateShadersOnLoad=1 ;Whether to create shaders on load, which
can reduce hitching, but use more memory. Otherwise they will be created as needed.
r.ForceAllCoresForShaderCompiling=1 ;When set to 1, it will ignore INI settings
and launch as many ShaderCompileWorker instances as cores are available. Improves
shader throughput but for big projects it can make the machine run OOM
r.MultithreadedShadowmapEncode=1 ;Shadowmap encoding after rebuild lightmaps
is done multithreaded.
r.MultithreadedLightmapEncode=1 ;Lightmap encoding after rebuild lightmaps
is done multithreaded.
r.Streaming.LimitPoolSizeToVRAM=1 ;If enabled, the texture pool size will be
limited to how much GPU memory is available.
r.Streaming.HLODStrategy=1 ;This controls the loading strategy for
hierarchical LOD textures 0 Allow streaming of all mips 1 Only stream the last
mip. The other mips are always loaded. 2 Don't stream any mips. All mips are
always loaded.
r.Streaming.FullyLoadUsedTextures=0 ;This will stream all used textures to their
max available resolution and keep them in memory for as long as the application is
opened. This should be used as an alternative to disabling texture streaming
completely, which would load textures that are never used and ultimately, requiring
more memory usage.
r.Streaming.PoolSize=4000 ;CAUTION 6GB vram 2500, The pool size in
MB available for textures in the engine. This pool contains UI textures,
NeverStream textures, cubemaps and streaming textures. On some platforms, this pool
can also hold non texture resouces like GPU particle buffers and vertex buffers.
When set to 0, the pool size will be unlimited. Default 4000.
r.Streaming.MaxTempMemoryAllowed=128 ;The amount of temporary memory in MB
allowed for updating the textures. This should be big enough to avoid starving the
texture streamer while being small enough to prevent wasting (unused) memory.
Default 300
r.RDG.AsyncCompute=1 ;Controls the async compute policy.
0disabled, no async compute is used; 1enabled for passes tagged for async compute
(default); 2enabled for all compute passes implemented to use the compute command
list;
r.AOAsyncBuildQueue=1 ;Whether to asynchronously build distance
field volume data from meshes.
r.AmbientOcclusion.AsyncComputeBudget=4 ;This is a low level developer tweak to
get best performance on hardware that supports AsyncCompute. 0 least AsyncCompute,
1 .. (default), 4 most AsyncCompute
r.AsyncPipelineCompile=1 ;0 to Create PSOs at the moment they are
requested, 1 to Create Pipeline State Objects asynchronously(default)
r.UseAsyncShaderPrecompilation=1 ;Asynchronous precompilation of shader code
during gameplay
r.UseShaderCaching=1 ;Early submission during shader
deserialisation rather than on-demand. Tracking of bound-shader-states so that they
may be pre-bound during early submission.
r.UseShaderPredraw=1 ;Predrawing of tracked RHI draw states to
eliminate first-use hitches.
r.TargetPrecompileFrameTime=16 ;ms - The target maximum frame time to
maintain when r.UseAsyncShaderPrecompilation is enabled. Use -1 to precompile all
shaders at once.
r.PredrawBatchTime=-1 ;[Time in (ms)] Control over time spent
predrawing each frame to distribute over many frames if required. Use -1 for all.
r.AccelTargetPrecompileFrameTime=0 ;[Time in (ms)] An option to accelerate
asynchronous precompilation when in a non-interactive mode such as a load screen.
Use 0 to use
r.AccelPredrawBatchTime=0 ;[Time in (ms)] An option to temporarily
accelerate predrawing when in a non-interactive mode such as a load screen. Use 0
to use
r.DynamicRes.MinScreenPercentage=100
r.DynamicRes.MaxScreenPercentage=100
#r.PostProcessingColorFormat=1
r.SceneColorFormat=4
r.DefaultFeature.AntiAliasing=2
r.PostProcessAAQuality=5
r.TemporalAASamples=64
t.MaxFPS=0
#r.SreenPercentage=120
r.LandscapeLODBias=-1
r.MSAA.CompositingSampleCount = 4
r.MSAACount = 4