Khalinor
Banned
- Registriert
- Dez. 2011
- Beiträge
- 3.231
Hallo alle zusammen,
da ich den Eindruck habe, dass Lösungsansätze zur Verbesserung des Spielerlebnisses von HL im großen Forumsthread zum Test des Spiels untergehen, hier mal eine Zusammenfassung.
Macht euch von allen Dateien die ihr ändert oder tauscht Sicherheitkopien!
Wenn jemand weitere Lösungen/Verbesserungen beitragen kann die er selbst ausprobiert hat und die funktionieren, bitte hier posten.
Sollten vorgeschlagene Tipps bei euch nicht funktionieren, erstellt bitte einen gesonderten Thread mit eurem Problem bzw. nutzt den Thread zum Test, da dies hier nur eine Sammlung sein soll.
Es dient der Übersichtlichkeit ... Danke
Bei mir funktionieren die Änderungen (Ryzen 5900x, 64GB 3600 RAM, 2TB MP600 Pro, RTX 4090).
Es läuft zwar nicht perfekt, hier und da ist schon noch ein Ruckler vorhanden, jedoch halten sich diese weitestgehend in Grenzen.
Bin da aber auch kein Maßstab, da ich in der Beziehung als alter C64/Amiga 500 Spieler recht leidensfähig bin.
______________________________________
- 21:9 Ultrawide-Fix
Keine seitlichen schwarzen Balken bei Zwischensequenzen, funktioniert nicht bei vorgerenderten Filmen).
https://whatifgaming.com/how-to-fix-the-hogwarts-legacy-ultrawide-issue-on-pc/
______________________________________
- besseres Ray-Tracing/Ambient Occlusion/Schatten
Quelle
Hinzufügen zur "Engine.ini" (macht euch eine Sicherheitskopie!)
"C:\Users\USERNAME\AppData\Local\Hogwarts Legacy\Saved\Config\WindowsNoEditor"
[SystemSettings]
r.RayTracing.Reflections.ScreenPercentage=100
r.RayTracing.Reflections.SamplesPerPixel=1
r.RayTracing.Reflections.MaxRoughness=0.7
r.RayTracing.AmbientOcclusion.Intensity=1
Falls jemand Probleme hat, dass plötzlich der eigene Charakter nicht mehr in den Reflektionen erscheint, einfach den Eintrag "r.RayTracing.Reflections.SamplesPerPixel=1" weglassen. Dann wird der Default Wert von 4 belassen (Quelle eRacoon).
______________________________________
- Abschalten des volumetrischen Nebels
Hinzufügen zur "Engine.ini" (macht euch eine Sicherheitskopie!)
"C:\Users\USERNAME\AppData\Local\Hogwarts Legacy\Saved\Config\WindowsNoEditor"
[/script/engine.renderersettings]
r.VolumetricFog=0
______________________________________
- FPS-Schwankungen / Ruckeln beim Textur-Streaming
Quelle
Hardwarebeschleunigte GPU-Planung aktivieren
Hinzufügen zur "Engine.ini"(macht euch eine Sicherheitskopie!)
"C:\Users\USERNAME\AppData\Local\Hogwarts Legacy\Saved\Config\WindowsNoEditor"
[SystemSettings]
r.bForceCPUAccessToGPUSkinVerts=True
r.GTSyncType=1
r.OneFrameThreadLag=1
r.FinishCurrentFrame=0
r.TextureStreaming=1
r.Streaming.PoolSize=4096
r.Streaming.LimitPoolSizeToVRAM=1
Achtet darauf die "r.Streaming.PoolSize" nicht zu hoch anzusetzen.
Je nach Größe des VRAM anpassen:
6GB - 2048
8GB - 3072
12GB+ - 4096-5120
Weitere Erklärungen in der verlinkten Quelle - unbedingt lesen!
______________________________________
- für Nvidia
Quelle
Begrenzen des Shader-Cache auf 10GB
______________________________________
- bessere(?) Grafik mit Reshade (nicht getestet)
Quelle MeisterOek
z.B. https://www.nexusmods.com/hogwartslegacy/mods/12?tab=description
oder noch eher das hier https://www.nexusmods.com/hogwartslegacy/mods/20
Lt. Mucho79 kostet Reshade je nach benutzten Einstellungen extrem Leistung.
Dies kann man lt. krille84 wohl abstellen indem im Ingame Reshademenu unter Add-Ons Generic Deph ausschaltet wird. Das ist buggy und für die enormen Einbußen verantwortlich. Am Reshadepreset ändert sich nichts, kostet jedoch dann kaum noch FPS.
______________________________________
- DLSS Upgrade
Quelle MeisterOek
https://www.pcgameshardware.de/Deep...einfachen-Wechsel-von-DLSS-Versionen-1384160/
https://github.com/beeradmoore/dlss-swapper
https://www.techpowerup.com/download/nvidia-dlss-dll/
Habe selbst mal die DLSS.dll auf Version 3.1.1 getauscht und muss sagen, dass die min. FPS deutlich gestiegen sind. Zusätzlich habe ich den (subjektiven) Eindruck, dass Texturen nun schärfer dargestellt werden (habe keinen direkten Vergleich gemacht).
Schärferegler für DLSS nutze ich auf 0,5 da darüber die Reflektionen auf den Bilderrahmen (Kanten) wirklich EXTREM flackern.
Leider setzt sich der Schärferegler bei jedem Spielstart auf 0 zurück.
Macht euch eine Sicherheitskopie der alten .dll oder benennt sie um und fügt die neue nvngx_dlss.dll hier ein:
"steam\steamapps\common\Hogwarts Legacy\Engine\Plugins\Runtime\Nvidia\DLSS\Binaries\ThirdParty\Win64"
Alternativ nutzt den oben verlinkten dlss-swapper (habe ich nicht genutzt sondern manuell eingefügt).
______________________________________
- MODs
Quelle cruse
Liste von MODs die Cruse nutzt und Hinweis auf NexusMods als Modquelle (nutze ich auch gerne für andere Spiele).
Habe mir selbst Mouse Controls for Broom installiert, da mich die original Maus/Tastatursteuerung des Besens irre macht.
______________________________________
- exklusiver Fullscreen Modus
Quelle und The_Void
Hinzufügen/ändern "GameUserSettings.ini" (macht euch eine Sicherheitskopie!)
"C:\Users\USERNAME\AppData\Local\Hogwarts Legacy\Saved\Config\WindowsNoEditor"
FullscreenMode=0
LastConfirmedFullscreenMode=0
PreferredFullscreenMode=0
ResolutionSizeX=1920 (Desired Resolution)
ResolutionSizeY=1080 (Desired Resolution)
______________________________________
- Grafikleistungseinstellungen
In den Windows Grafikeinstellungen (einfach in die Suche eingeben) Hogwarts Legacy auf hohe Leistung stellen.
Ich musste es unter Windows 10 manuell hinzufügen (Pfad im Screenshot).
______________________________________
- ultra plus visuals and performance fixes
Quelle
Austausch der "Engine.ini"(macht euch eine Sicherheitskopie!)
"C:\Users\USERNAME\AppData\Local\Hogwarts Legacy\Saved\Config\WindowsNoEditor"
Habe die .ini jeweils als Spoiler angefügt, falls jemand nicht bei Nexus angemeldet ist.
Nur zur Dokumentation!
da ich den Eindruck habe, dass Lösungsansätze zur Verbesserung des Spielerlebnisses von HL im großen Forumsthread zum Test des Spiels untergehen, hier mal eine Zusammenfassung.
Macht euch von allen Dateien die ihr ändert oder tauscht Sicherheitkopien!
Wenn jemand weitere Lösungen/Verbesserungen beitragen kann die er selbst ausprobiert hat und die funktionieren, bitte hier posten.
Sollten vorgeschlagene Tipps bei euch nicht funktionieren, erstellt bitte einen gesonderten Thread mit eurem Problem bzw. nutzt den Thread zum Test, da dies hier nur eine Sammlung sein soll.
Es dient der Übersichtlichkeit ... Danke
Bei mir funktionieren die Änderungen (Ryzen 5900x, 64GB 3600 RAM, 2TB MP600 Pro, RTX 4090).
Es läuft zwar nicht perfekt, hier und da ist schon noch ein Ruckler vorhanden, jedoch halten sich diese weitestgehend in Grenzen.
Bin da aber auch kein Maßstab, da ich in der Beziehung als alter C64/Amiga 500 Spieler recht leidensfähig bin.
______________________________________
- 21:9 Ultrawide-Fix
Keine seitlichen schwarzen Balken bei Zwischensequenzen, funktioniert nicht bei vorgerenderten Filmen).
https://whatifgaming.com/how-to-fix-the-hogwarts-legacy-ultrawide-issue-on-pc/
______________________________________
- besseres Ray-Tracing/Ambient Occlusion/Schatten
Quelle
Hinzufügen zur "Engine.ini" (macht euch eine Sicherheitskopie!)
"C:\Users\USERNAME\AppData\Local\Hogwarts Legacy\Saved\Config\WindowsNoEditor"
[SystemSettings]
r.RayTracing.Reflections.ScreenPercentage=100
r.RayTracing.Reflections.SamplesPerPixel=1
r.RayTracing.Reflections.MaxRoughness=0.7
r.RayTracing.AmbientOcclusion.Intensity=1
Falls jemand Probleme hat, dass plötzlich der eigene Charakter nicht mehr in den Reflektionen erscheint, einfach den Eintrag "r.RayTracing.Reflections.SamplesPerPixel=1" weglassen. Dann wird der Default Wert von 4 belassen (Quelle eRacoon).
______________________________________
- Abschalten des volumetrischen Nebels
Hinzufügen zur "Engine.ini" (macht euch eine Sicherheitskopie!)
"C:\Users\USERNAME\AppData\Local\Hogwarts Legacy\Saved\Config\WindowsNoEditor"
[/script/engine.renderersettings]
r.VolumetricFog=0
______________________________________
- FPS-Schwankungen / Ruckeln beim Textur-Streaming
Quelle
Hardwarebeschleunigte GPU-Planung aktivieren
Hinzufügen zur "Engine.ini"(macht euch eine Sicherheitskopie!)
"C:\Users\USERNAME\AppData\Local\Hogwarts Legacy\Saved\Config\WindowsNoEditor"
[SystemSettings]
r.bForceCPUAccessToGPUSkinVerts=True
r.GTSyncType=1
r.OneFrameThreadLag=1
r.FinishCurrentFrame=0
r.TextureStreaming=1
r.Streaming.PoolSize=4096
r.Streaming.LimitPoolSizeToVRAM=1
Achtet darauf die "r.Streaming.PoolSize" nicht zu hoch anzusetzen.
Je nach Größe des VRAM anpassen:
6GB - 2048
8GB - 3072
12GB+ - 4096-5120
Weitere Erklärungen in der verlinkten Quelle - unbedingt lesen!
______________________________________
- für Nvidia
Quelle
Begrenzen des Shader-Cache auf 10GB
______________________________________
- bessere(?) Grafik mit Reshade (nicht getestet)
Quelle MeisterOek
z.B. https://www.nexusmods.com/hogwartslegacy/mods/12?tab=description
oder noch eher das hier https://www.nexusmods.com/hogwartslegacy/mods/20
Lt. Mucho79 kostet Reshade je nach benutzten Einstellungen extrem Leistung.
Dies kann man lt. krille84 wohl abstellen indem im Ingame Reshademenu unter Add-Ons Generic Deph ausschaltet wird. Das ist buggy und für die enormen Einbußen verantwortlich. Am Reshadepreset ändert sich nichts, kostet jedoch dann kaum noch FPS.
______________________________________
- DLSS Upgrade
Quelle MeisterOek
https://www.pcgameshardware.de/Deep...einfachen-Wechsel-von-DLSS-Versionen-1384160/
https://github.com/beeradmoore/dlss-swapper
https://www.techpowerup.com/download/nvidia-dlss-dll/
Habe selbst mal die DLSS.dll auf Version 3.1.1 getauscht und muss sagen, dass die min. FPS deutlich gestiegen sind. Zusätzlich habe ich den (subjektiven) Eindruck, dass Texturen nun schärfer dargestellt werden (habe keinen direkten Vergleich gemacht).
Schärferegler für DLSS nutze ich auf 0,5 da darüber die Reflektionen auf den Bilderrahmen (Kanten) wirklich EXTREM flackern.
Leider setzt sich der Schärferegler bei jedem Spielstart auf 0 zurück.
Macht euch eine Sicherheitskopie der alten .dll oder benennt sie um und fügt die neue nvngx_dlss.dll hier ein:
"steam\steamapps\common\Hogwarts Legacy\Engine\Plugins\Runtime\Nvidia\DLSS\Binaries\ThirdParty\Win64"
Alternativ nutzt den oben verlinkten dlss-swapper (habe ich nicht genutzt sondern manuell eingefügt).
______________________________________
- MODs
Quelle cruse
Liste von MODs die Cruse nutzt und Hinweis auf NexusMods als Modquelle (nutze ich auch gerne für andere Spiele).
Habe mir selbst Mouse Controls for Broom installiert, da mich die original Maus/Tastatursteuerung des Besens irre macht.
______________________________________
- exklusiver Fullscreen Modus
Quelle und The_Void
Hinzufügen/ändern "GameUserSettings.ini" (macht euch eine Sicherheitskopie!)
"C:\Users\USERNAME\AppData\Local\Hogwarts Legacy\Saved\Config\WindowsNoEditor"
FullscreenMode=0
LastConfirmedFullscreenMode=0
PreferredFullscreenMode=0
ResolutionSizeX=1920 (Desired Resolution)
ResolutionSizeY=1080 (Desired Resolution)
______________________________________
- Grafikleistungseinstellungen
In den Windows Grafikeinstellungen (einfach in die Suche eingeben) Hogwarts Legacy auf hohe Leistung stellen.
Ich musste es unter Windows 10 manuell hinzufügen (Pfad im Screenshot).
______________________________________
- ultra plus visuals and performance fixes
Quelle
Austausch der "Engine.ini"(macht euch eine Sicherheitskopie!)
"C:\Users\USERNAME\AppData\Local\Hogwarts Legacy\Saved\Config\WindowsNoEditor"
Habe die .ini jeweils als Spoiler angefügt, falls jemand nicht bei Nexus angemeldet ist.
- funktioniert ohne Reshade
- es werden weitere Optionen der UE-Engine genutzt um die Bildqualität zu steigern und FPS-Stabilität zu optimieren
- weitere Einstellmöglichkeiten werden in der Quelle erklärt (z. B. bessere Spiegelungen, schärfere/unschärfere Texturen usw.)
[Core.System]
Paths=../../../Engine/Content
Paths=%GAMEDIR%Content
Paths=../../../Engine/Plugins/Media/BinkMedia/Content
Paths=../../../Phoenix/Plugins/Utilities/Content
Paths=../../../Phoenix/Plugins/Wwise/Content
Paths=../../../Engine/Plugins/Editor/GeometryMode/Content
Paths=../../../Phoenix/Plugins/MasterTickThrottler/Content
Paths=../../../Phoenix/Plugins/AnimationArchitect/Content
Paths=../../../Phoenix/Plugins/CustomizableCharacter/Content
Paths=../../../Engine/Plugins/FX/Niagara/Content
Paths=../../../Engine/Plugins/Experimental/PythonScriptPlugin/Content
Paths=../../../Phoenix/Plugins/MaterialPermuter/Content
Paths=../../../Phoenix/Plugins/AvaRenderTech/Content
Paths=../../../Engine/Plugins/WImgui/Content
Paths=../../../Phoenix/Plugins/AccessibilitySettings/Content
Paths=../../../Phoenix/Plugins/GameLogic/Content
Paths=../../../Engine/Plugins/Experimental/ControlRig/Content
Paths=../../../Phoenix/Plugins/CameraStack/Content
Paths=../../../Phoenix/Plugins/Odyssey/Content
Paths=../../../Phoenix/Plugins/StencilManager/Content
Paths=../../../Phoenix/Plugins/SkinFX/Content
Paths=../../../Phoenix/Plugins/Toolset/Content
Paths=../../../Phoenix/Plugins/FXUtil/Content
Paths=../../../Phoenix/Plugins/MultiFX2/Content
Paths=../../../Phoenix/Plugins/HoverDrone/Content
Paths=../../../Phoenix/Plugins/CachedLevelBounds/Content
Paths=../../../Phoenix/Plugins/LoadingScreen/Content
Paths=../../../Phoenix/Plugins/SceneRig/Content
Paths=../../../Phoenix/Plugins/Ambulatory/Content
Paths=../../../Phoenix/Plugins/Able/Content
Paths=../../../Phoenix/Plugins/Icarus/Content
Paths=../../../Phoenix/Plugins/Mercuna/Content
Paths=../../../Phoenix/Plugins/GlobalLightRig/Content
Paths=../../../Phoenix/Plugins/TickSequencer/Content
Paths=../../../Phoenix/Plugins/RenderSettings/Content
Paths=../../../Phoenix/Plugins/LightCulling/Content
Paths=../../../Phoenix/Plugins/EnvironmentalGlobals/Content
Paths=../../../Phoenix/Plugins/ConsoleMacros/Content
Paths=../../../Phoenix/Plugins/AnimatedLights/Content
Paths=../../../Phoenix/Plugins/LerpVolumes/Content
Paths=../../../Phoenix/Plugins/ActorMeshStates/Content
Paths=../../../Phoenix/Plugins/DayNight/Content
Paths=../../../Phoenix/Plugins/NiagaraStarField/Content
Paths=../../../Phoenix/Plugins/Weather/Content
Paths=../../../Phoenix/Plugins/Wind/Content
Paths=../../../Phoenix/Plugins/WBDynamicSplines/Content
Paths=../../../Phoenix/Plugins/GlobalLightGroups/Content
Paths=../../../Phoenix/Plugins/WorldFX/Content
Paths=../../../Engine/Plugins/Editor/PivotTool/Content
Paths=../../../Engine/Plugins/Experimental/GeometryProcessing/Content
Paths=../../../Engine/Plugins/FX/NiagaraExtras/Content
Paths=../../../Phoenix/Plugins/EditorUtilityAssetsPlugin/Content
Paths=../../../Phoenix/Plugins/PeevesPlugin/Content
Paths=../../../Phoenix/Plugins/ACLPlugin/Content
Paths=../../../Phoenix/Plugins/GameplayMods/Content
Paths=../../../Engine/Plugins/Hydra/Content
Paths=../../../Phoenix/Plugins/BTUtilityAI/Content
Paths=../../../Phoenix/Plugins/Flow/Content
Paths=../../../Phoenix/Plugins/Runtime/HoudiniEngine/Content
Paths=../../../Engine/Plugins/WBGM/Developer/BlueprintValidator/Content
Paths=../../../Engine/Plugins/MegascansPlugin/Content
Paths=../../../Phoenix/Plugins/UMGFocus/Content
Paths=../../../Phoenix/Plugins/PSOCaching/Content
Paths=../../../Engine/Plugins/VirtualProduction/RemoteControl/Content
Paths=../../../Engine/Plugins/Experimental/FieldSystemPlugin/Content
Paths=../../../Phoenix/Plugins/HoudiniNiagara/Content
Paths=../../../Engine/Plugins/Runtime/Nvidia/DLSS/Content
Paths=../../../Engine/Plugins/Experimental/ModelingToolsEditorMode/Content
Paths=../../../Engine/Plugins/Experimental/MeshModelingToolset/Content
Paths=../../../Engine/Plugins/Runtime/HairStrands/Content
Paths=../../../Engine/Plugins/Experimental/ChaosCaching/Content
Paths=../../../Phoenix/Plugins/IGCacheSim/Content
Paths=../../../Engine/Plugins/Watermark/Content
Paths=../../../Engine/Plugins/FX/CascadeToNiagaraConverter/Content
Paths=../../../Engine/Plugins/Importers/USDImporter/Content
Paths=../../../Engine/Plugins/Enterprise/MDLImporter/Content
Paths=../../../Engine/Plugins/MovieScene/SequencerScripting/Content
Paths=../../../Phoenix/Plugins/MasterOverlapThrottler/Content
Paths=../../../Engine/Plugins/Runtime/AMD/FSR/Content
Paths=../../../Engine/Plugins/Runtime/AMD/FSR2/Content
Paths=../../../Engine/Plugins/Runtime/Intel/XeSS/Content
Paths=../../../Engine/Plugins/MovieScene/MovieRenderPipeline/Content
Paths=../../../Engine/Plugins/Compositing/OpenColorIO/Content
Paths=../../../Engine/Plugins/MovieScene/MoviePipelineMaskRenderPass/Content
Paths=../../../Engine/Plugins/Enterprise/StaticMeshEditorExtension/Content
Paths=../../../Engine/Plugins/Editor/MeshEditor/Content
Paths=../../../Engine/Plugins/Experimental/GeometryCollectionPlugin/Content
Paths=../../../Engine/Plugins/Experimental/ChaosSolverPlugin/Content
Paths=../../../Engine/Plugins/Enterprise/DataprepEditor/Content
Paths=../../../Engine/Plugins/Enterprise/DatasmithContent/Content
Paths=../../../Engine/Plugins/Runtime/Nvidia/Streamline/Content
Paths=../../../Phoenix/Plugins/ChromaSDKPlugin/Content
Paths=../../../Phoenix/Plugins/ClothHelper/Content
Paths=../../../Phoenix/Plugins/DirectorCam/Content
Paths=../../../Phoenix/Plugins/GPUConfig/Content
Paths=../../../Phoenix/Plugins/HiveMind/HiveMind/Content
Paths=../../../Phoenix/Plugins/HiveMind/Platforms/Windows/HiveMindCryptoWindows/Content
Paths=../../../Phoenix/Plugins/IcarusTools/Content
Paths=../../../Phoenix/Plugins/ImpostorBaker/Content
Paths=../../../Phoenix/Plugins/InstaLODMeshReduction/Content
Paths=../../../Phoenix/Plugins/Mastermind/Content
Paths=../../../Phoenix/Plugins/RecordMovieInterface/Content
Paths=../../../Phoenix/Plugins/SimplifyRockGeneration/Content
Paths=../../../Phoenix/Plugins/StreamingComplexityTool/Content
Paths=../../../Phoenix/Plugins/UIDiagnostics/Content
Paths=../../../Phoenix/Plugins/WBPC/Content
Paths=../../../Phoenix/Plugins/WImguiAcknowledgementManager/Content
Paths=../../../Phoenix/Plugins/WImguiAvaLocDirect/Content
Paths=../../../Phoenix/Plugins/WImguiConjurationBudget/Content
Paths=../../../Phoenix/Plugins/WImguiFriendlyStats/Content
Paths=../../../Phoenix/Plugins/WorldEventPreviewer/Content
Paths=../../../Engine/Plugins/Developer/AnimationSharing/Content
Paths=../../../Engine/Plugins/Editor/SpeedTreeImporter/Content
Paths=../../../Engine/Plugins/Experimental/ChaosClothEditor/Content
Paths=../../../Engine/Plugins/Experimental/ChaosNiagara/Content
Paths=../../../Engine/Plugins/Experimental/MotoSynth/Content
Paths=../../../Engine/Plugins/Media/MediaCompositing/Content
Paths=../../../Engine/Plugins/Runtime/Synthesis/Content
Paths=../../../Engine/Plugins/Runtime/AudioSynesthesia/Content
[SystemSettings]
r.ForceAllCoresForShaderCompiling=1
r.ShaderPipelineCache.Enabled=1
r.ShaderPipelineCache.LogPSO=0
r.bForceCPUAccessToGPUSkinVerts=1
r.GTSyncType=1
r.OneFrameThreadLag=1
r.FinishCurrentFrame=0
r.UseVSync=0
r.D3D12.UseAllowTearing=0
r.TextureStreaming=1
r.Streaming.LimitPoolSizeToVRAM=1
r.SSGI.Enable=1
r.SSGI.HalfRes=1
r.SSGI.Quality=4
r.ShadowQuality=5
r.Shadow.CSM.MaxCascades=5
r.Shadow.CSM.TransitionScale=2
r.Shadow.MaxCSMResolution=2048
r.Shadow.MinResolution=32
r.Shadow.MaxResolution=2048
r.Shadow.RadiusThreshold=0.03
r.Shadow.DistanceScale=1
r.Shadow.Preshadows=1
r.Shadow.MaxNumSpotShadowCacheUpdatesPerFrame=1
r.Shadow.MaxNumPointShadowCacheUpdatesPerFrame=1
r.DynamicShadows=1
r.ContactShadows=1
r.WLightProbesContactShadows.HalfRes=0
r.AllowLandscapeShadows=1
r.MaxAnisotropy=16
r.VT.MaxAnisotropy=8
r.ViewDistanceScale=5
r.LODFadeTime=3
r.Shadow.FadeExponent=3
r.Decal.FadeDurationScale=3
r.AOViewFadeDistanceScale=3
r.LightMaxDrawDistanceScale=5
r.MaterialQualityLevel=3
r.DetailMode=2
r.SSR.Quality=4
r.SSR.MaxRoughness=-1
r.SSR.Temporal=0
r.ReflectionCaptureResolution=512
r.SSS.Scale=3
r.SSS.Checkerboard=1
r.SSS.HalfRes=1
r.SSS.Filter=0
r.VolumetricFog=1
r.VolumetricFog.DepthDistributionScale=32
r.VolumetricFog.InjectShadowedLightsSeparately=1
r.VolumetricFog.HistoryWeight=0.97
r.VolumetricFog.TemporalReprojection=1
r.TranslucencyVolumeBlur=1
r.Water.SingleLayer.SSRTAA=1
r.RefractionQuality=2
r.ParticleLightQuality=2
r.LightFunctionQuality=3
r.HighQualityLightMaps=1
r.SceneColorFormat=2
r.DefaultFeature.LensFlare=0
r.LensFlareQuality=0
r.SceneColorFringeQuality=0
r.EyeAdaptationQuality=3
r.DepthOfFieldQuality=4
r.BloomQuality=5
r.DefaultFeature.AmbientOcclusion=0
r.AmbientOcclusionLevels=2
r.AmbientOcclusion.Method=5
r.SkylightIntensityMultiplier=0.7
foliage.LODDistanceScale=10
grass.DensityScale=1.4
[/Script/Engine.StreamingSettings]
r.Streaming.Boost=1
r.Streaming.MinMipForSplitRequest=1
[/Script/Engine.RendererSettings]
r.RayTracing.AmbientOcclusion.Intensity=1.3
r.RayTracing.Reflections.DirectLighting=0
r.RayTracing.Reflections.MaxRayDistance=2000
r.RayTracing.Reflections.ScreenPercentage=51
r.RayTracing.Reflections.SamplesPerPixel=1
r.RayTracing.Reflections.MaxRoughness=0.6
r.RayTracing.Reflections.MaxBounces=1
r.RayTracing.Reflections.Shadows=0
r.RayTracing.Reflections.HeightFog=1
r.Reflections.Denoiser=2
r.RayTracing.Reflections.Hybrid=1
r.Color.Min=0.00
r.Color.Mid=0.80
r.Color.Max=1.05
r.TonemapperGamma=1.30
r.Tonemapper.Sharpen=2.4
r.TonemapperFilm=1
r.Tonemapper.Quality=2
r.MotionBlurQuality=0
[ConsoleVariables]
AllowAsyncRenderThreadUpdates=1
AllowAsyncRenderThreadUpdatesDuringGamethreadUpdates=1
AllowAsyncRenderThreadUpdatesEditor=1
Paths=../../../Engine/Content
Paths=%GAMEDIR%Content
Paths=../../../Engine/Plugins/Media/BinkMedia/Content
Paths=../../../Phoenix/Plugins/Utilities/Content
Paths=../../../Phoenix/Plugins/Wwise/Content
Paths=../../../Engine/Plugins/Editor/GeometryMode/Content
Paths=../../../Phoenix/Plugins/MasterTickThrottler/Content
Paths=../../../Phoenix/Plugins/AnimationArchitect/Content
Paths=../../../Phoenix/Plugins/CustomizableCharacter/Content
Paths=../../../Engine/Plugins/FX/Niagara/Content
Paths=../../../Engine/Plugins/Experimental/PythonScriptPlugin/Content
Paths=../../../Phoenix/Plugins/MaterialPermuter/Content
Paths=../../../Phoenix/Plugins/AvaRenderTech/Content
Paths=../../../Engine/Plugins/WImgui/Content
Paths=../../../Phoenix/Plugins/AccessibilitySettings/Content
Paths=../../../Phoenix/Plugins/GameLogic/Content
Paths=../../../Engine/Plugins/Experimental/ControlRig/Content
Paths=../../../Phoenix/Plugins/CameraStack/Content
Paths=../../../Phoenix/Plugins/Odyssey/Content
Paths=../../../Phoenix/Plugins/StencilManager/Content
Paths=../../../Phoenix/Plugins/SkinFX/Content
Paths=../../../Phoenix/Plugins/Toolset/Content
Paths=../../../Phoenix/Plugins/FXUtil/Content
Paths=../../../Phoenix/Plugins/MultiFX2/Content
Paths=../../../Phoenix/Plugins/HoverDrone/Content
Paths=../../../Phoenix/Plugins/CachedLevelBounds/Content
Paths=../../../Phoenix/Plugins/LoadingScreen/Content
Paths=../../../Phoenix/Plugins/SceneRig/Content
Paths=../../../Phoenix/Plugins/Ambulatory/Content
Paths=../../../Phoenix/Plugins/Able/Content
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Paths=../../../Phoenix/Plugins/WImguiConjurationBudget/Content
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Paths=../../../Phoenix/Plugins/WorldEventPreviewer/Content
Paths=../../../Engine/Plugins/Developer/AnimationSharing/Content
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Paths=../../../Engine/Plugins/Experimental/MotoSynth/Content
Paths=../../../Engine/Plugins/Media/MediaCompositing/Content
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r.Streaming.Boost=1
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Paths=../../../Phoenix/Plugins/WImguiFriendlyStats/Content
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r.Streaming.Boost=1
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AllowAsyncRenderThreadUpdatesDuringGamethreadUpdates=1
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Paths=%GAMEDIR%Content
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Paths=../../../Phoenix/Plugins/RecordMovieInterface/Content
Paths=../../../Phoenix/Plugins/SimplifyRockGeneration/Content
Paths=../../../Phoenix/Plugins/StreamingComplexityTool/Content
Paths=../../../Phoenix/Plugins/UIDiagnostics/Content
Paths=../../../Phoenix/Plugins/WBPC/Content
Paths=../../../Phoenix/Plugins/WImguiAcknowledgementManager/Content
Paths=../../../Phoenix/Plugins/WImguiAvaLocDirect/Content
Paths=../../../Phoenix/Plugins/WImguiConjurationBudget/Content
Paths=../../../Phoenix/Plugins/WImguiFriendlyStats/Content
Paths=../../../Phoenix/Plugins/WorldEventPreviewer/Content
Paths=../../../Engine/Plugins/Developer/AnimationSharing/Content
Paths=../../../Engine/Plugins/Editor/SpeedTreeImporter/Content
Paths=../../../Engine/Plugins/Experimental/ChaosClothEditor/Content
Paths=../../../Engine/Plugins/Experimental/ChaosNiagara/Content
Paths=../../../Engine/Plugins/Experimental/MotoSynth/Content
Paths=../../../Engine/Plugins/Media/MediaCompositing/Content
Paths=../../../Engine/Plugins/Runtime/Synthesis/Content
Paths=../../../Engine/Plugins/Runtime/AudioSynesthesia/Content
[SystemSettings]
r.ForceAllCoresForShaderCompiling=1
r.ShaderPipelineCache.Enabled=1
r.ShaderPipelineCache.LogPSO=0
r.bForceCPUAccessToGPUSkinVerts=1
r.GTSyncType=1
r.OneFrameThreadLag=1
r.FinishCurrentFrame=0
r.UseVSync=0
r.D3D12.UseAllowTearing=0
r.TextureStreaming=1
r.Streaming.LimitPoolSizeToVRAM=1
r.SSGI.Enable=1
r.SSGI.HalfRes=1
r.SSGI.Quality=4
r.ShadowQuality=5
r.Shadow.CSM.MaxCascades=5
r.Shadow.CSM.TransitionScale=2
r.Shadow.MaxCSMResolution=1024
r.Shadow.MaxResolution=1024
r.Shadow.RadiusThreshold=0.03
r.Shadow.DistanceScale=1
r.Shadow.Preshadows=1
r.DynamicShadows=1
r.ContactShadows=1
r.WLightProbesContactShadows.HalfRes=0
r.AllowLandscapeShadows=1
r.MaxAnisotropy=16
r.VT.MaxAnisotropy=8
r.LODFadeTime=3
r.Shadow.FadeExponent=3
r.Decal.FadeDurationScale=3
r.AOViewFadeDistanceScale=3
r.LightMaxDrawDistanceScale=2
r.MaterialQualityLevel=3
r.DetailMode=2
r.SSR.Quality=4
r.SSR.MaxRoughness=-1
r.SSR.Temporal=0
r.ReflectionCaptureResolution=512
r.SSS.Scale=3
r.SSS.Checkerboard=1
r.SSS.HalfRes=1
r.SSS.Filter=0
r.VolumetricFog=1
r.VolumetricFog.DepthDistributionScale=32
r.VolumetricFog.InjectShadowedLightsSeparately=1
r.VolumetricFog.HistoryWeight=0.97
r.VolumetricFog.TemporalReprojection=1
r.TranslucencyVolumeBlur=1
r.Water.SingleLayer.SSRTAA=1
r.RefractionQuality=2
r.ParticleLightQuality=2
r.LightFunctionQuality=3
r.HighQualityLightMaps=1
r.SceneColorFormat=2
r.DefaultFeature.LensFlare=0
r.LensFlareQuality=0
r.SceneColorFringeQuality=0
r.EyeAdaptationQuality=3
r.DepthOfFieldQuality=4
r.BloomQuality=5
r.DefaultFeature.AmbientOcclusion=0
r.AmbientOcclusionLevels=2
r.AmbientOcclusion.Method=5
r.SkylightIntensityMultiplier=0.7
r.DisableDistortion=1
[/Script/Engine.StreamingSettings]
r.Streaming.Boost=1
r.Streaming.MinMipForSplitRequest=1
[/Script/Engine.RendererSettings]
r.RayTracing.AmbientOcclusion.Intensity=1.3
r.RayTracing.Reflections.DirectLighting=0
r.RayTracing.Reflections.MaxRayDistance=2000
r.RayTracing.Reflections.ScreenPercentage=51
r.RayTracing.Reflections.SamplesPerPixel=1
r.RayTracing.Reflections.MaxRoughness=0.6
r.RayTracing.Reflections.MaxBounces=1
r.RayTracing.Reflections.Shadows=0
r.RayTracing.Reflections.HeightFog=1
r.Reflections.Denoiser=2
r.RayTracing.Reflections.Hybrid=1
r.Color.Min=0.00
r.Color.Mid=0.80
r.Color.Max=1.05
r.TonemapperGamma=1.30
r.Tonemapper.Sharpen=2.4
r.TonemapperFilm=1
r.Tonemapper.Quality=2
r.MotionBlurQuality=0
[ConsoleVariables]
AllowAsyncRenderThreadUpdates=1
AllowAsyncRenderThreadUpdatesDuringGamethreadUpdates=1
AllowAsyncRenderThreadUpdatesEditor=1
[Core.System]
Paths=../../../Engine/Content
Paths=%GAMEDIR%Content
Paths=../../../Engine/Plugins/Media/BinkMedia/Content
Paths=../../../Phoenix/Plugins/Utilities/Content
Paths=../../../Phoenix/Plugins/Wwise/Content
Paths=../../../Engine/Plugins/Editor/GeometryMode/Content
Paths=../../../Phoenix/Plugins/MasterTickThrottler/Content
Paths=../../../Phoenix/Plugins/AnimationArchitect/Content
Paths=../../../Phoenix/Plugins/CustomizableCharacter/Content
Paths=../../../Engine/Plugins/FX/Niagara/Content
Paths=../../../Engine/Plugins/Experimental/PythonScriptPlugin/Content
Paths=../../../Phoenix/Plugins/MaterialPermuter/Content
Paths=../../../Phoenix/Plugins/AvaRenderTech/Content
Paths=../../../Engine/Plugins/WImgui/Content
Paths=../../../Phoenix/Plugins/AccessibilitySettings/Content
Paths=../../../Phoenix/Plugins/GameLogic/Content
Paths=../../../Engine/Plugins/Experimental/ControlRig/Content
Paths=../../../Phoenix/Plugins/CameraStack/Content
Paths=../../../Phoenix/Plugins/Odyssey/Content
Paths=../../../Phoenix/Plugins/StencilManager/Content
Paths=../../../Phoenix/Plugins/SkinFX/Content
Paths=../../../Phoenix/Plugins/Toolset/Content
Paths=../../../Phoenix/Plugins/FXUtil/Content
Paths=../../../Phoenix/Plugins/MultiFX2/Content
Paths=../../../Phoenix/Plugins/HoverDrone/Content
Paths=../../../Phoenix/Plugins/CachedLevelBounds/Content
Paths=../../../Phoenix/Plugins/LoadingScreen/Content
Paths=../../../Phoenix/Plugins/SceneRig/Content
Paths=../../../Phoenix/Plugins/Ambulatory/Content
Paths=../../../Phoenix/Plugins/Able/Content
Paths=../../../Phoenix/Plugins/Icarus/Content
Paths=../../../Phoenix/Plugins/Mercuna/Content
Paths=../../../Phoenix/Plugins/GlobalLightRig/Content
Paths=../../../Phoenix/Plugins/TickSequencer/Content
Paths=../../../Phoenix/Plugins/RenderSettings/Content
Paths=../../../Phoenix/Plugins/LightCulling/Content
Paths=../../../Phoenix/Plugins/EnvironmentalGlobals/Content
Paths=../../../Phoenix/Plugins/ConsoleMacros/Content
Paths=../../../Phoenix/Plugins/AnimatedLights/Content
Paths=../../../Phoenix/Plugins/LerpVolumes/Content
Paths=../../../Phoenix/Plugins/ActorMeshStates/Content
Paths=../../../Phoenix/Plugins/DayNight/Content
Paths=../../../Phoenix/Plugins/NiagaraStarField/Content
Paths=../../../Phoenix/Plugins/Weather/Content
Paths=../../../Phoenix/Plugins/Wind/Content
Paths=../../../Phoenix/Plugins/WBDynamicSplines/Content
Paths=../../../Phoenix/Plugins/GlobalLightGroups/Content
Paths=../../../Phoenix/Plugins/WorldFX/Content
Paths=../../../Engine/Plugins/Editor/PivotTool/Content
Paths=../../../Engine/Plugins/Experimental/GeometryProcessing/Content
Paths=../../../Engine/Plugins/FX/NiagaraExtras/Content
Paths=../../../Phoenix/Plugins/EditorUtilityAssetsPlugin/Content
Paths=../../../Phoenix/Plugins/PeevesPlugin/Content
Paths=../../../Phoenix/Plugins/ACLPlugin/Content
Paths=../../../Phoenix/Plugins/GameplayMods/Content
Paths=../../../Engine/Plugins/Hydra/Content
Paths=../../../Phoenix/Plugins/BTUtilityAI/Content
Paths=../../../Phoenix/Plugins/Flow/Content
Paths=../../../Phoenix/Plugins/Runtime/HoudiniEngine/Content
Paths=../../../Engine/Plugins/WBGM/Developer/BlueprintValidator/Content
Paths=../../../Engine/Plugins/MegascansPlugin/Content
Paths=../../../Phoenix/Plugins/UMGFocus/Content
Paths=../../../Phoenix/Plugins/PSOCaching/Content
Paths=../../../Engine/Plugins/VirtualProduction/RemoteControl/Content
Paths=../../../Engine/Plugins/Experimental/FieldSystemPlugin/Content
Paths=../../../Phoenix/Plugins/HoudiniNiagara/Content
Paths=../../../Engine/Plugins/Runtime/Nvidia/DLSS/Content
Paths=../../../Engine/Plugins/Experimental/ModelingToolsEditorMode/Content
Paths=../../../Engine/Plugins/Experimental/MeshModelingToolset/Content
Paths=../../../Engine/Plugins/Runtime/HairStrands/Content
Paths=../../../Engine/Plugins/Experimental/ChaosCaching/Content
Paths=../../../Phoenix/Plugins/IGCacheSim/Content
Paths=../../../Engine/Plugins/Watermark/Content
Paths=../../../Engine/Plugins/FX/CascadeToNiagaraConverter/Content
Paths=../../../Engine/Plugins/Importers/USDImporter/Content
Paths=../../../Engine/Plugins/Enterprise/MDLImporter/Content
Paths=../../../Engine/Plugins/MovieScene/SequencerScripting/Content
Paths=../../../Phoenix/Plugins/MasterOverlapThrottler/Content
Paths=../../../Engine/Plugins/Runtime/AMD/FSR/Content
Paths=../../../Engine/Plugins/Runtime/AMD/FSR2/Content
Paths=../../../Engine/Plugins/Runtime/Intel/XeSS/Content
Paths=../../../Engine/Plugins/MovieScene/MovieRenderPipeline/Content
Paths=../../../Engine/Plugins/Compositing/OpenColorIO/Content
Paths=../../../Engine/Plugins/MovieScene/MoviePipelineMaskRenderPass/Content
Paths=../../../Engine/Plugins/Enterprise/StaticMeshEditorExtension/Content
Paths=../../../Engine/Plugins/Editor/MeshEditor/Content
Paths=../../../Engine/Plugins/Experimental/GeometryCollectionPlugin/Content
Paths=../../../Engine/Plugins/Experimental/ChaosSolverPlugin/Content
Paths=../../../Engine/Plugins/Enterprise/DataprepEditor/Content
Paths=../../../Engine/Plugins/Enterprise/DatasmithContent/Content
Paths=../../../Engine/Plugins/Runtime/Nvidia/Streamline/Content
Paths=../../../Phoenix/Plugins/ChromaSDKPlugin/Content
Paths=../../../Phoenix/Plugins/ClothHelper/Content
Paths=../../../Phoenix/Plugins/DirectorCam/Content
Paths=../../../Phoenix/Plugins/GPUConfig/Content
Paths=../../../Phoenix/Plugins/HiveMind/HiveMind/Content
Paths=../../../Phoenix/Plugins/HiveMind/Platforms/Windows/HiveMindCryptoWindows/Content
Paths=../../../Phoenix/Plugins/IcarusTools/Content
Paths=../../../Phoenix/Plugins/ImpostorBaker/Content
Paths=../../../Phoenix/Plugins/InstaLODMeshReduction/Content
Paths=../../../Phoenix/Plugins/Mastermind/Content
Paths=../../../Phoenix/Plugins/RecordMovieInterface/Content
Paths=../../../Phoenix/Plugins/SimplifyRockGeneration/Content
Paths=../../../Phoenix/Plugins/StreamingComplexityTool/Content
Paths=../../../Phoenix/Plugins/UIDiagnostics/Content
Paths=../../../Phoenix/Plugins/WBPC/Content
Paths=../../../Phoenix/Plugins/WImguiAcknowledgementManager/Content
Paths=../../../Phoenix/Plugins/WImguiAvaLocDirect/Content
Paths=../../../Phoenix/Plugins/WImguiConjurationBudget/Content
Paths=../../../Phoenix/Plugins/WImguiFriendlyStats/Content
Paths=../../../Phoenix/Plugins/WorldEventPreviewer/Content
Paths=../../../Engine/Plugins/Developer/AnimationSharing/Content
Paths=../../../Engine/Plugins/Editor/SpeedTreeImporter/Content
Paths=../../../Engine/Plugins/Experimental/ChaosClothEditor/Content
Paths=../../../Engine/Plugins/Experimental/ChaosNiagara/Content
Paths=../../../Engine/Plugins/Experimental/MotoSynth/Content
Paths=../../../Engine/Plugins/Media/MediaCompositing/Content
Paths=../../../Engine/Plugins/Runtime/Synthesis/Content
Paths=../../../Engine/Plugins/Runtime/AudioSynesthesia/Content
[SystemSettings]
r.ForceAllCoresForShaderCompiling=1
r.ShaderPipelineCache.Enabled=1
r.ShaderPipelineCache.LogPSO=0
r.bForceCPUAccessToGPUSkinVerts=1
r.GTSyncType=1
r.OneFrameThreadLag=1
r.FinishCurrentFrame=0
r.UseVSync=0
r.D3D12.UseAllowTearing=0
r.TextureStreaming=1
r.Streaming.LimitPoolSizeToVRAM=1
r.MaxAnisotropy=16
r.VT.MaxAnisotropy=8
r.LODFadeTime=3
r.Shadow.FadeExponent=3
r.Decal.FadeDurationScale=3
r.AOViewFadeDistanceScale=3
r.SSR.Temporal=0
r.ReflectionCaptureResolution=512
r.SSS.Scale=3
r.SSS.Checkerboard=1
r.SSS.HalfRes=1
r.SSS.Filter=0
r.Water.SingleLayer.SSRTAA=1
r.LightFunctionQuality=3
r.HighQualityLightMaps=1
r.SceneColorFormat=2
r.DefaultFeature.LensFlare=0
r.LensFlareQuality=0
r.SkylightIntensityMultiplier=0.7
r.DisableDistortion=1
[/Script/Engine.StreamingSettings]
r.Streaming.Boost=1
r.Streaming.MinMipForSplitRequest=1
[/Script/Engine.RendererSettings]
r.RayTracing.AmbientOcclusion.Intensity=1.3
r.RayTracing.Reflections.DirectLighting=0
r.RayTracing.Reflections.MaxRayDistance=2000
r.RayTracing.Reflections.ScreenPercentage=51
r.RayTracing.Reflections.SamplesPerPixel=1
r.RayTracing.Reflections.MaxRoughness=0.6
r.RayTracing.Reflections.MaxBounces=1
r.RayTracing.Reflections.Shadows=0
r.RayTracing.Reflections.HeightFog=1
r.Reflections.Denoiser=2
r.RayTracing.Reflections.Hybrid=1
r.Color.Min=0.00
r.Color.Mid=0.80
r.Color.Max=1.05
r.TonemapperGamma=1.30
r.Tonemapper.Sharpen=2.4
r.TonemapperFilm=1
r.Tonemapper.Quality=2
r.MotionBlurQuality=0
[ConsoleVariables]
AllowAsyncRenderThreadUpdates=1
AllowAsyncRenderThreadUpdatesDuringGamethreadUpdates=1
AllowAsyncRenderThreadUpdatesEditor=1
Paths=../../../Engine/Content
Paths=%GAMEDIR%Content
Paths=../../../Engine/Plugins/Media/BinkMedia/Content
Paths=../../../Phoenix/Plugins/Utilities/Content
Paths=../../../Phoenix/Plugins/Wwise/Content
Paths=../../../Engine/Plugins/Editor/GeometryMode/Content
Paths=../../../Phoenix/Plugins/MasterTickThrottler/Content
Paths=../../../Phoenix/Plugins/AnimationArchitect/Content
Paths=../../../Phoenix/Plugins/CustomizableCharacter/Content
Paths=../../../Engine/Plugins/FX/Niagara/Content
Paths=../../../Engine/Plugins/Experimental/PythonScriptPlugin/Content
Paths=../../../Phoenix/Plugins/MaterialPermuter/Content
Paths=../../../Phoenix/Plugins/AvaRenderTech/Content
Paths=../../../Engine/Plugins/WImgui/Content
Paths=../../../Phoenix/Plugins/AccessibilitySettings/Content
Paths=../../../Phoenix/Plugins/GameLogic/Content
Paths=../../../Engine/Plugins/Experimental/ControlRig/Content
Paths=../../../Phoenix/Plugins/CameraStack/Content
Paths=../../../Phoenix/Plugins/Odyssey/Content
Paths=../../../Phoenix/Plugins/StencilManager/Content
Paths=../../../Phoenix/Plugins/SkinFX/Content
Paths=../../../Phoenix/Plugins/Toolset/Content
Paths=../../../Phoenix/Plugins/FXUtil/Content
Paths=../../../Phoenix/Plugins/MultiFX2/Content
Paths=../../../Phoenix/Plugins/HoverDrone/Content
Paths=../../../Phoenix/Plugins/CachedLevelBounds/Content
Paths=../../../Phoenix/Plugins/LoadingScreen/Content
Paths=../../../Phoenix/Plugins/SceneRig/Content
Paths=../../../Phoenix/Plugins/Ambulatory/Content
Paths=../../../Phoenix/Plugins/Able/Content
Paths=../../../Phoenix/Plugins/Icarus/Content
Paths=../../../Phoenix/Plugins/Mercuna/Content
Paths=../../../Phoenix/Plugins/GlobalLightRig/Content
Paths=../../../Phoenix/Plugins/TickSequencer/Content
Paths=../../../Phoenix/Plugins/RenderSettings/Content
Paths=../../../Phoenix/Plugins/LightCulling/Content
Paths=../../../Phoenix/Plugins/EnvironmentalGlobals/Content
Paths=../../../Phoenix/Plugins/ConsoleMacros/Content
Paths=../../../Phoenix/Plugins/AnimatedLights/Content
Paths=../../../Phoenix/Plugins/LerpVolumes/Content
Paths=../../../Phoenix/Plugins/ActorMeshStates/Content
Paths=../../../Phoenix/Plugins/DayNight/Content
Paths=../../../Phoenix/Plugins/NiagaraStarField/Content
Paths=../../../Phoenix/Plugins/Weather/Content
Paths=../../../Phoenix/Plugins/Wind/Content
Paths=../../../Phoenix/Plugins/WBDynamicSplines/Content
Paths=../../../Phoenix/Plugins/GlobalLightGroups/Content
Paths=../../../Phoenix/Plugins/WorldFX/Content
Paths=../../../Engine/Plugins/Editor/PivotTool/Content
Paths=../../../Engine/Plugins/Experimental/GeometryProcessing/Content
Paths=../../../Engine/Plugins/FX/NiagaraExtras/Content
Paths=../../../Phoenix/Plugins/EditorUtilityAssetsPlugin/Content
Paths=../../../Phoenix/Plugins/PeevesPlugin/Content
Paths=../../../Phoenix/Plugins/ACLPlugin/Content
Paths=../../../Phoenix/Plugins/GameplayMods/Content
Paths=../../../Engine/Plugins/Hydra/Content
Paths=../../../Phoenix/Plugins/BTUtilityAI/Content
Paths=../../../Phoenix/Plugins/Flow/Content
Paths=../../../Phoenix/Plugins/Runtime/HoudiniEngine/Content
Paths=../../../Engine/Plugins/WBGM/Developer/BlueprintValidator/Content
Paths=../../../Engine/Plugins/MegascansPlugin/Content
Paths=../../../Phoenix/Plugins/UMGFocus/Content
Paths=../../../Phoenix/Plugins/PSOCaching/Content
Paths=../../../Engine/Plugins/VirtualProduction/RemoteControl/Content
Paths=../../../Engine/Plugins/Experimental/FieldSystemPlugin/Content
Paths=../../../Phoenix/Plugins/HoudiniNiagara/Content
Paths=../../../Engine/Plugins/Runtime/Nvidia/DLSS/Content
Paths=../../../Engine/Plugins/Experimental/ModelingToolsEditorMode/Content
Paths=../../../Engine/Plugins/Experimental/MeshModelingToolset/Content
Paths=../../../Engine/Plugins/Runtime/HairStrands/Content
Paths=../../../Engine/Plugins/Experimental/ChaosCaching/Content
Paths=../../../Phoenix/Plugins/IGCacheSim/Content
Paths=../../../Engine/Plugins/Watermark/Content
Paths=../../../Engine/Plugins/FX/CascadeToNiagaraConverter/Content
Paths=../../../Engine/Plugins/Importers/USDImporter/Content
Paths=../../../Engine/Plugins/Enterprise/MDLImporter/Content
Paths=../../../Engine/Plugins/MovieScene/SequencerScripting/Content
Paths=../../../Phoenix/Plugins/MasterOverlapThrottler/Content
Paths=../../../Engine/Plugins/Runtime/AMD/FSR/Content
Paths=../../../Engine/Plugins/Runtime/AMD/FSR2/Content
Paths=../../../Engine/Plugins/Runtime/Intel/XeSS/Content
Paths=../../../Engine/Plugins/MovieScene/MovieRenderPipeline/Content
Paths=../../../Engine/Plugins/Compositing/OpenColorIO/Content
Paths=../../../Engine/Plugins/MovieScene/MoviePipelineMaskRenderPass/Content
Paths=../../../Engine/Plugins/Enterprise/StaticMeshEditorExtension/Content
Paths=../../../Engine/Plugins/Editor/MeshEditor/Content
Paths=../../../Engine/Plugins/Experimental/GeometryCollectionPlugin/Content
Paths=../../../Engine/Plugins/Experimental/ChaosSolverPlugin/Content
Paths=../../../Engine/Plugins/Enterprise/DataprepEditor/Content
Paths=../../../Engine/Plugins/Enterprise/DatasmithContent/Content
Paths=../../../Engine/Plugins/Runtime/Nvidia/Streamline/Content
Paths=../../../Phoenix/Plugins/ChromaSDKPlugin/Content
Paths=../../../Phoenix/Plugins/ClothHelper/Content
Paths=../../../Phoenix/Plugins/DirectorCam/Content
Paths=../../../Phoenix/Plugins/GPUConfig/Content
Paths=../../../Phoenix/Plugins/HiveMind/HiveMind/Content
Paths=../../../Phoenix/Plugins/HiveMind/Platforms/Windows/HiveMindCryptoWindows/Content
Paths=../../../Phoenix/Plugins/IcarusTools/Content
Paths=../../../Phoenix/Plugins/ImpostorBaker/Content
Paths=../../../Phoenix/Plugins/InstaLODMeshReduction/Content
Paths=../../../Phoenix/Plugins/Mastermind/Content
Paths=../../../Phoenix/Plugins/RecordMovieInterface/Content
Paths=../../../Phoenix/Plugins/SimplifyRockGeneration/Content
Paths=../../../Phoenix/Plugins/StreamingComplexityTool/Content
Paths=../../../Phoenix/Plugins/UIDiagnostics/Content
Paths=../../../Phoenix/Plugins/WBPC/Content
Paths=../../../Phoenix/Plugins/WImguiAcknowledgementManager/Content
Paths=../../../Phoenix/Plugins/WImguiAvaLocDirect/Content
Paths=../../../Phoenix/Plugins/WImguiConjurationBudget/Content
Paths=../../../Phoenix/Plugins/WImguiFriendlyStats/Content
Paths=../../../Phoenix/Plugins/WorldEventPreviewer/Content
Paths=../../../Engine/Plugins/Developer/AnimationSharing/Content
Paths=../../../Engine/Plugins/Editor/SpeedTreeImporter/Content
Paths=../../../Engine/Plugins/Experimental/ChaosClothEditor/Content
Paths=../../../Engine/Plugins/Experimental/ChaosNiagara/Content
Paths=../../../Engine/Plugins/Experimental/MotoSynth/Content
Paths=../../../Engine/Plugins/Media/MediaCompositing/Content
Paths=../../../Engine/Plugins/Runtime/Synthesis/Content
Paths=../../../Engine/Plugins/Runtime/AudioSynesthesia/Content
[SystemSettings]
r.ForceAllCoresForShaderCompiling=1
r.ShaderPipelineCache.Enabled=1
r.ShaderPipelineCache.LogPSO=0
r.bForceCPUAccessToGPUSkinVerts=1
r.GTSyncType=1
r.OneFrameThreadLag=1
r.FinishCurrentFrame=0
r.UseVSync=0
r.D3D12.UseAllowTearing=0
r.TextureStreaming=1
r.Streaming.LimitPoolSizeToVRAM=1
r.MaxAnisotropy=16
r.VT.MaxAnisotropy=8
r.LODFadeTime=3
r.Shadow.FadeExponent=3
r.Decal.FadeDurationScale=3
r.AOViewFadeDistanceScale=3
r.SSR.Temporal=0
r.ReflectionCaptureResolution=512
r.SSS.Scale=3
r.SSS.Checkerboard=1
r.SSS.HalfRes=1
r.SSS.Filter=0
r.Water.SingleLayer.SSRTAA=1
r.LightFunctionQuality=3
r.HighQualityLightMaps=1
r.SceneColorFormat=2
r.DefaultFeature.LensFlare=0
r.LensFlareQuality=0
r.SkylightIntensityMultiplier=0.7
r.DisableDistortion=1
[/Script/Engine.StreamingSettings]
r.Streaming.Boost=1
r.Streaming.MinMipForSplitRequest=1
[/Script/Engine.RendererSettings]
r.RayTracing.AmbientOcclusion.Intensity=1.3
r.RayTracing.Reflections.DirectLighting=0
r.RayTracing.Reflections.MaxRayDistance=2000
r.RayTracing.Reflections.ScreenPercentage=51
r.RayTracing.Reflections.SamplesPerPixel=1
r.RayTracing.Reflections.MaxRoughness=0.6
r.RayTracing.Reflections.MaxBounces=1
r.RayTracing.Reflections.Shadows=0
r.RayTracing.Reflections.HeightFog=1
r.Reflections.Denoiser=2
r.RayTracing.Reflections.Hybrid=1
r.Color.Min=0.00
r.Color.Mid=0.80
r.Color.Max=1.05
r.TonemapperGamma=1.30
r.Tonemapper.Sharpen=2.4
r.TonemapperFilm=1
r.Tonemapper.Quality=2
r.MotionBlurQuality=0
[ConsoleVariables]
AllowAsyncRenderThreadUpdates=1
AllowAsyncRenderThreadUpdatesDuringGamethreadUpdates=1
AllowAsyncRenderThreadUpdatesEditor=1
Nur zur Dokumentation!
[SystemSettings]
; Engine
r.ShaderPipelineCache.Enabled=1
r.ShaderPipelineCache.LogPSO=0 ; disable PSO logging (only useful during development)
r.bForceCPUAccessToGPUSkinVerts=1 ; offloads to the processor reducing load on the video card
r.GTSyncType=1
r.OneFrameThreadLag=1 ; improves FPS at expense of input lag
r.FinishCurrentFrame=0 ; don't wait for the current frame
r.UseVSync=0 ; disable if you have variable refresh rate (VRR)
r.D3D12.UseAllowTearing=1 ; allow tearing when you have VRR
r.TextureStreaming=1 ; don't try to load all textures into VRAM
r.Streaming.LimitPoolSizeToVRAM=1 ; don't try to use system memory for anything important
; Shadows
r.SSGI.Enable=1 ; enables global illumination that replaces ambient occlusion and regular shadows
r.SSGI.HalfRes=1 ; 10fps better and i can't see any difference!
r.SSGI.Quality=4 ; (range 1 to 4) 2 is a good balance if you need more fps
r.ShadowQuality=5 ; seems to do nothing when using SSGI
r.DynamicShadows=1 ; seems to do nothing when using SSGI
r.Shadow.CSM.MaxCascades=5 ; how many layers of shadows can be added
r.Shadow.CSM.TransitionScale=2 ; blurs the cascaded shadows. without this shadow lines cut across the screen (nasty)
r.Shadow.MaxCSMResolution=2048 ; resolution of cascade shadows. 4096 works well as well
r.Shadow.MinResolution=512 ; default is 32
r.Shadow.MaxResolution=2048 ; i've returned this to 2048 because lower causes flickering in rare circumstances
r.Shadow.RadiusThreshold=0.03 ; reduces shadow flickering in some situations
r.Shadow.DistanceScale=1 ; higher causes weird problems in some areas
r.Shadow.Preshadows=1 ; reduces shadow pop-in
r.Shadow.MaxNumSpotShadowCacheUpdatesPerFrame=1 ; updates shadows every frame (for smooth sun shadows moving across the world)
r.Shadow.MaxNumPointShadowCacheUpdatesPerFrame=1 ; updates shadows every frame (for smooth sun shadows moving across the world)
r.DynamicShadows=1 ; doesn't appear to be used with SSGI (not that i've found yet)... testing
r.ContactShadows=1 ; this is required for plants and people shadows
r.WLightProbesContactShadows.HalfRes=0 ; renders contact shadows at half res, saves several fps and stops some shadows from flickering, but unfortunately makes grass blurry
r.AllowLandscapeShadows=1 ; required for landscape self-shadowing
; LoD and Textures
r.MaxAnisotropy=16 ; i can't see much difference between 8 and 16 in this game
r.VT.MaxAnisotropy=4 ; default is 8 but lowering slightly seems to reduce noticable texture tiling (while still looking good)
r.ViewDistanceScale=5 ; higher doesn't seem to make any difference
r.LODFadeTime=3 ; default is 0.25s causes sudden pop-ins on the few remaining pop-ins. increasing makes things fade in smoothly
r.Shadow.FadeExponent=3 ; default is 0.25s causes sudden pop-ins on the few remaining pop-ins. increasing makes things fade in smoothly
r.Decal.FadeDurationScale=3 ; default is 0.25s causes sudden pop-ins on the few remaining pop-ins. increasing makes things fade in smoothly
r.AOViewFadeDistanceScale=3 ; default is 0.25s causes sudden pop-ins on the few remaining pop-ins. increasing makes things fade in smoothly
r.LightMaxDrawDistanceScale=5 ; increase draw distance of light cast by light sources. 5 is max
r.MaterialQualityLevel=3 ; enables layering of textures
r.DetailMode=2 ; increases details of textures/texture layering
; Environment
r.VolumetricFog=1
r.VolumetricFog.DepthDistributionScale=32 ; effectively the size of discreet bits of fog
r.VolumetricFog.InjectShadowedLightsSeparately=1 ; this enables shadows to interrupt fog which looks amazing
r.VolumetricFog.HistoryWeight=0.97 ; stops fog flickering and makes it move smoothly like real fog, smoke, and dust
r.VolumetricFog.TemporalReprojection=1 ; testing
foliage.LODDistanceScale=10 ; foliage visibility range. max is 5
grass.DensityScale=1.4 ; slightly increase grass density (default 1.25)
; Reflections
r.ReflectionCaptureResolution=512 ; default is 128. this makes a big quality improvement with little fps difference. 1024 is nice too
r.Reflections.Denoiser=0 ; disabling because i can't see a difference
r.SSR.Quality=4 ; higher quality improves shadows on reflections significantly
r.SSR.Temporal=0 ; all except one lake looks better with this off
r.SSR.MaxRoughness=-1 ; balance of screenspace reflection graininess vs detail
r.TranslucencyVolumeBlur=1
r.Water.SingleLayer.SSRTAA=1 ; more ralistic water
r.RefractionQuality=2 ; i can't see a difference between 3 and 2 so left it at 2
; Subsurface Scattering on Skin
r.SSS.Scale=3 ; intensity of screenspace subsurface scattering for skin on characters. 0 is off >1 is accepted
r.SSS.Checkerboard=1 ; uses half the pixels to calculate SS. looks terrible if this is turned off, i think when set to 0 it's broken
r.SSS.HalfRes=1 ; render screenspace subsurface scattering on characters at half-res. minimal fps difference so left on
r.SSS.Filter=0 ; disabling because i can't see a difference during cut scenes
; Lighting
r.ParticleLightQuality=2
r.EyeAdaptationQuality=2 ; not a huge difference in fps but nicer quality
r.EyeAdaptation.ExponentialTransitionDistance=6 ; how long it takes your eyes to adapt (range 0-10)
; Post Processing
r.PostProcessAAQuality=4 ; set to 0 if using DLAA and DLSS. this DOES make all textures a little blurrier
r.DepthOfFieldQuality=4 ; 5 is max but is a bit "too much"
r.BloomQuality=5 ; generally improves tone rendering. 5 is a bit too crazy bloom
r.Tonemapper.GrainQuantization=1 ; film-grain (which is subtle in this engine). 0 to disable
r.DefaultFeature.AmbientOcclusion=0 ; not used with SSGI but still costs fps, so disabling. this does not disable ray traced AO
r.AmbientOcclusionLevels=2 ; makes windows and lights look nicer (somehow works with ambient occlusion off!)
r.AmbientOcclusion.Method=5 ; makes windows and lights look nicer (somehow works with ambient occlusion off!)
r.SkylightIntensityMultiplier=0.7 ; adjusts the light at ground level due to sky / time of day. fixes SUPER bright sun
[/Script/Engine.StreamingSettings]
r.Streaming.Boost=1 ; global boost affecting the "wanted" resolution of textures
r.Streaming.MinMipForSplitRequest=1 ; prioritises loading visible mips over non-visible
[/Script/Engine.RendererSettings]
r.RayTracing.AmbientOcclusion.Intensity=1.3 ; darkens the shadows cas by RT AO
r.RayTracing.Reflections.DirectLighting=0 ; disables reflections directly from light sources, which have the most problems and often look out of place
r.RayTracing.Reflections.MaxRayDistance=2000 ; stops considering reflections after the ray has traveled this distance
r.RayTracing.Reflections.ScreenPercentage=51 ; downscales the screen for the RT reflections, slightly off a multiple to help add diffusion/blur
r.RayTracing.Reflections.SamplesPerPixel=1 ; how many reflection samples to consider per pixel. no difference between 1 and higher
r.RayTracing.Reflections.MaxRoughness=0.6 ; how shiny everything looks. 0.3 less things will have reflection, 0.6 is default, 0.8 is nice but too shiny
r.RayTracing.Reflections.MaxBounces=1 ; how many times a ray can bounce off objects
r.RayTracing.Reflections.Shadows=0 ; don't try and reflect shadows, saves fps
r.RayTracing.Reflections.HeightFog=1 ; put a maximum height cap on RT. can help fps
r.Reflections.Denoiser=2 ; options are 1 or 2, but 100 seems to help in a lot of situations. pretty broken in this game
r.RayTracing.Reflections.Hybrid=1 ; blends RT reflections with screenspace reflections, which tends to yield a better result (imo)
; Colour System
r.LightFunctionQuality=3
r.HighQualityLightMaps=1
r.SceneColorFormat=2 ; above 2 makes no discernable difference
r.Color.Min=0.00 ; represents 'black'
r.Color.Mid=0.80 ; change the default colour curve (default is 0.5 i think)
r.Color.Max=1.05 ; chahnge 'white' to give better colour range. 1.1 works well as well
r.TonemapperGamma=1.30 ; increase gamma so everything has more contrast and more cohesive
r.Tonemapper.Sharpen=2.4 ; sharpens image. (you won't need DLSS/FSR2.0 sharpening.) with RT enabled, increasing this to 2.0 to 2.8 works well
r.TonemapperFilm=1 ; enable more accurate (filmic) colour gradients
r.Tonemapper.Quality=2 ; 2 is much more integrated exposures between objects
; Features Enable/Disable
r.MotionBlurQuality=0 ; 0 disables motion blur
r.DisableDistortion=0 ; used for spell distortion. however, disabling saves a full screen buffer (which is a lot of memory at high res)
r.DefaultFeature.LensFlare=0 ; disables lens flare (i don't think it's used anyway)
r.LensFlareQuality=0 ; as above
r.SceneColorFringeQuality=0 ; disables chromatic aberration
r.Fog=1 ; set to 0 to disable all fog
[ConsoleVariables]
AllowAsyncRenderThreadUpdates=1
AllowAsyncRenderThreadUpdatesDuringGamethreadUpdates=1
AllowAsyncRenderThreadUpdatesEditor=1
; Engine
r.ShaderPipelineCache.Enabled=1
r.ShaderPipelineCache.LogPSO=0 ; disable PSO logging (only useful during development)
r.bForceCPUAccessToGPUSkinVerts=1 ; offloads to the processor reducing load on the video card
r.GTSyncType=1
r.OneFrameThreadLag=1 ; improves FPS at expense of input lag
r.FinishCurrentFrame=0 ; don't wait for the current frame
r.UseVSync=0 ; disable if you have variable refresh rate (VRR)
r.D3D12.UseAllowTearing=1 ; allow tearing when you have VRR
r.TextureStreaming=1 ; don't try to load all textures into VRAM
r.Streaming.LimitPoolSizeToVRAM=1 ; don't try to use system memory for anything important
; Shadows
r.SSGI.Enable=1 ; enables global illumination that replaces ambient occlusion and regular shadows
r.SSGI.HalfRes=1 ; 10fps better and i can't see any difference!
r.SSGI.Quality=4 ; (range 1 to 4) 2 is a good balance if you need more fps
r.ShadowQuality=5 ; seems to do nothing when using SSGI
r.DynamicShadows=1 ; seems to do nothing when using SSGI
r.Shadow.CSM.MaxCascades=5 ; how many layers of shadows can be added
r.Shadow.CSM.TransitionScale=2 ; blurs the cascaded shadows. without this shadow lines cut across the screen (nasty)
r.Shadow.MaxCSMResolution=2048 ; resolution of cascade shadows. 4096 works well as well
r.Shadow.MinResolution=512 ; default is 32
r.Shadow.MaxResolution=2048 ; i've returned this to 2048 because lower causes flickering in rare circumstances
r.Shadow.RadiusThreshold=0.03 ; reduces shadow flickering in some situations
r.Shadow.DistanceScale=1 ; higher causes weird problems in some areas
r.Shadow.Preshadows=1 ; reduces shadow pop-in
r.Shadow.MaxNumSpotShadowCacheUpdatesPerFrame=1 ; updates shadows every frame (for smooth sun shadows moving across the world)
r.Shadow.MaxNumPointShadowCacheUpdatesPerFrame=1 ; updates shadows every frame (for smooth sun shadows moving across the world)
r.DynamicShadows=1 ; doesn't appear to be used with SSGI (not that i've found yet)... testing
r.ContactShadows=1 ; this is required for plants and people shadows
r.WLightProbesContactShadows.HalfRes=0 ; renders contact shadows at half res, saves several fps and stops some shadows from flickering, but unfortunately makes grass blurry
r.AllowLandscapeShadows=1 ; required for landscape self-shadowing
; LoD and Textures
r.MaxAnisotropy=16 ; i can't see much difference between 8 and 16 in this game
r.VT.MaxAnisotropy=4 ; default is 8 but lowering slightly seems to reduce noticable texture tiling (while still looking good)
r.ViewDistanceScale=5 ; higher doesn't seem to make any difference
r.LODFadeTime=3 ; default is 0.25s causes sudden pop-ins on the few remaining pop-ins. increasing makes things fade in smoothly
r.Shadow.FadeExponent=3 ; default is 0.25s causes sudden pop-ins on the few remaining pop-ins. increasing makes things fade in smoothly
r.Decal.FadeDurationScale=3 ; default is 0.25s causes sudden pop-ins on the few remaining pop-ins. increasing makes things fade in smoothly
r.AOViewFadeDistanceScale=3 ; default is 0.25s causes sudden pop-ins on the few remaining pop-ins. increasing makes things fade in smoothly
r.LightMaxDrawDistanceScale=5 ; increase draw distance of light cast by light sources. 5 is max
r.MaterialQualityLevel=3 ; enables layering of textures
r.DetailMode=2 ; increases details of textures/texture layering
; Environment
r.VolumetricFog=1
r.VolumetricFog.DepthDistributionScale=32 ; effectively the size of discreet bits of fog
r.VolumetricFog.InjectShadowedLightsSeparately=1 ; this enables shadows to interrupt fog which looks amazing
r.VolumetricFog.HistoryWeight=0.97 ; stops fog flickering and makes it move smoothly like real fog, smoke, and dust
r.VolumetricFog.TemporalReprojection=1 ; testing
foliage.LODDistanceScale=10 ; foliage visibility range. max is 5
grass.DensityScale=1.4 ; slightly increase grass density (default 1.25)
; Reflections
r.ReflectionCaptureResolution=512 ; default is 128. this makes a big quality improvement with little fps difference. 1024 is nice too
r.Reflections.Denoiser=0 ; disabling because i can't see a difference
r.SSR.Quality=4 ; higher quality improves shadows on reflections significantly
r.SSR.Temporal=0 ; all except one lake looks better with this off
r.SSR.MaxRoughness=-1 ; balance of screenspace reflection graininess vs detail
r.TranslucencyVolumeBlur=1
r.Water.SingleLayer.SSRTAA=1 ; more ralistic water
r.RefractionQuality=2 ; i can't see a difference between 3 and 2 so left it at 2
; Subsurface Scattering on Skin
r.SSS.Scale=3 ; intensity of screenspace subsurface scattering for skin on characters. 0 is off >1 is accepted
r.SSS.Checkerboard=1 ; uses half the pixels to calculate SS. looks terrible if this is turned off, i think when set to 0 it's broken
r.SSS.HalfRes=1 ; render screenspace subsurface scattering on characters at half-res. minimal fps difference so left on
r.SSS.Filter=0 ; disabling because i can't see a difference during cut scenes
; Lighting
r.ParticleLightQuality=2
r.EyeAdaptationQuality=2 ; not a huge difference in fps but nicer quality
r.EyeAdaptation.ExponentialTransitionDistance=6 ; how long it takes your eyes to adapt (range 0-10)
; Post Processing
r.PostProcessAAQuality=4 ; set to 0 if using DLAA and DLSS. this DOES make all textures a little blurrier
r.DepthOfFieldQuality=4 ; 5 is max but is a bit "too much"
r.BloomQuality=5 ; generally improves tone rendering. 5 is a bit too crazy bloom
r.Tonemapper.GrainQuantization=1 ; film-grain (which is subtle in this engine). 0 to disable
r.DefaultFeature.AmbientOcclusion=0 ; not used with SSGI but still costs fps, so disabling. this does not disable ray traced AO
r.AmbientOcclusionLevels=2 ; makes windows and lights look nicer (somehow works with ambient occlusion off!)
r.AmbientOcclusion.Method=5 ; makes windows and lights look nicer (somehow works with ambient occlusion off!)
r.SkylightIntensityMultiplier=0.7 ; adjusts the light at ground level due to sky / time of day. fixes SUPER bright sun
[/Script/Engine.StreamingSettings]
r.Streaming.Boost=1 ; global boost affecting the "wanted" resolution of textures
r.Streaming.MinMipForSplitRequest=1 ; prioritises loading visible mips over non-visible
[/Script/Engine.RendererSettings]
r.RayTracing.AmbientOcclusion.Intensity=1.3 ; darkens the shadows cas by RT AO
r.RayTracing.Reflections.DirectLighting=0 ; disables reflections directly from light sources, which have the most problems and often look out of place
r.RayTracing.Reflections.MaxRayDistance=2000 ; stops considering reflections after the ray has traveled this distance
r.RayTracing.Reflections.ScreenPercentage=51 ; downscales the screen for the RT reflections, slightly off a multiple to help add diffusion/blur
r.RayTracing.Reflections.SamplesPerPixel=1 ; how many reflection samples to consider per pixel. no difference between 1 and higher
r.RayTracing.Reflections.MaxRoughness=0.6 ; how shiny everything looks. 0.3 less things will have reflection, 0.6 is default, 0.8 is nice but too shiny
r.RayTracing.Reflections.MaxBounces=1 ; how many times a ray can bounce off objects
r.RayTracing.Reflections.Shadows=0 ; don't try and reflect shadows, saves fps
r.RayTracing.Reflections.HeightFog=1 ; put a maximum height cap on RT. can help fps
r.Reflections.Denoiser=2 ; options are 1 or 2, but 100 seems to help in a lot of situations. pretty broken in this game
r.RayTracing.Reflections.Hybrid=1 ; blends RT reflections with screenspace reflections, which tends to yield a better result (imo)
; Colour System
r.LightFunctionQuality=3
r.HighQualityLightMaps=1
r.SceneColorFormat=2 ; above 2 makes no discernable difference
r.Color.Min=0.00 ; represents 'black'
r.Color.Mid=0.80 ; change the default colour curve (default is 0.5 i think)
r.Color.Max=1.05 ; chahnge 'white' to give better colour range. 1.1 works well as well
r.TonemapperGamma=1.30 ; increase gamma so everything has more contrast and more cohesive
r.Tonemapper.Sharpen=2.4 ; sharpens image. (you won't need DLSS/FSR2.0 sharpening.) with RT enabled, increasing this to 2.0 to 2.8 works well
r.TonemapperFilm=1 ; enable more accurate (filmic) colour gradients
r.Tonemapper.Quality=2 ; 2 is much more integrated exposures between objects
; Features Enable/Disable
r.MotionBlurQuality=0 ; 0 disables motion blur
r.DisableDistortion=0 ; used for spell distortion. however, disabling saves a full screen buffer (which is a lot of memory at high res)
r.DefaultFeature.LensFlare=0 ; disables lens flare (i don't think it's used anyway)
r.LensFlareQuality=0 ; as above
r.SceneColorFringeQuality=0 ; disables chromatic aberration
r.Fog=1 ; set to 0 to disable all fog
[ConsoleVariables]
AllowAsyncRenderThreadUpdates=1
AllowAsyncRenderThreadUpdatesDuringGamethreadUpdates=1
AllowAsyncRenderThreadUpdatesEditor=1
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