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S.T.A.L.K.E.R. 2 v1.5.1 optimized file (based on P40L0X's version)
; Ultimate Engine Tweaks - Created by P40L0X
; If you found this useful, please consider to support my work here: https://www.patreon.com/techoptimized
;
; AND
; Tweaked by NeatWolf truly at the end. No, I don't have an active Patreon :P (it's inactive at the moment)
[Core.System]
Paths=../../../Engine/Content
Paths=%GAMEDIR%Content
Paths=../../../Engine/Plugins/2D/Paper2D/Content
Paths=../../../Engine/Plugins/Animation/AnimationWarping/Content
Paths=../../../Engine/Plugins/Animation/ControlRigSpline/Content
Paths=../../../Engine/Plugins/Animation/ControlRig/Content
Paths=../../../Engine/Plugins/Animation/IKRig/Content
Paths=../../../Engine/Plugins/Animation/MotionWarping/Content
Paths=../../../Engine/Plugins/Compositing/OpenColorIO/Content
Paths=../../../Engine/Plugins/Developer/AnimationSharing/Content
Paths=../../../Engine/Plugins/Developer/TraceSourceFiltering/Content
Paths=../../../Engine/Plugins/Editor/BlueprintHeaderView/Content
Paths=../../../Engine/Plugins/Editor/GeometryMode/Content
Paths=../../../Engine/Plugins/Editor/ObjectMixer/LightMixer/Content
Paths=../../../Engine/Plugins/Editor/ObjectMixer/ObjectMixer/Content
Paths=../../../Engine/Plugins/Editor/SpeedTreeImporter/Content
Paths=../../../Engine/Plugins/Enterprise/GLTFExporter/Content
Paths=../../../Engine/Plugins/Experimental/Animation/MotionTrajectory/Content
Paths=../../../Engine/Plugins/Experimental/Animation/PoseSearch/Content
Paths=../../../Engine/Plugins/Experimental/ChaosCaching/Content
Paths=../../../Engine/Plugins/Experimental/ChaosClothEditor/Content
Paths=../../../Engine/Plugins/Experimental/ChaosNiagara/Content
Paths=../../../Engine/Plugins/Experimental/ChaosSolverPlugin/Content
Paths=../../../Engine/Plugins/Experimental/CommonUI/Content
Paths=../../../Engine/Plugins/Experimental/Dataflow/Content
Paths=../../../Engine/Plugins/Experimental/FullBodyIK/Content
Paths=../../../Engine/Plugins/Experimental/GeometryCollectionPlugin/Content
Paths=../../../Engine/Plugins/Experimental/Landmass/Content
Paths=../../../Engine/Plugins/Experimental/PhysicsControl/Content
Paths=../../../Engine/Plugins/Experimental/PythonScriptPlugin/Content
Paths=../../../Engine/Plugins/Experimental/UVEditor/Content
Paths=../../../Engine/Plugins/Experimental/Water/Content
Paths=../../../Engine/Plugins/FX/NiagaraFluids/Content
Paths=../../../Engine/Plugins/FX/Niagara/Content
Paths=../../../Engine/Plugins/Marketplace/ACLPlugin/Content
Paths=../../../Engine/Plugins/Marketplace/DLSS/Content
Paths=../../../Engine/Plugins/Marketplace/FSR3/Content
Paths=../../../Engine/Plugins/Marketplace/PrefabTool/Content
Paths=../../../Engine/Plugins/Marketplace/SkinnedDecalComponent/Content
Paths=../../../Engine/Plugins/Marketplace/XeSS/Content
Paths=../../../Engine/Plugins/Media/MediaCompositing/Content
Paths=../../../Engine/Plugins/MovieScene/MoviePipelineMaskRenderPass/Content
Paths=../../../Engine/Plugins/MovieScene/MovieRenderPipeline/Content
Paths=../../../Engine/Plugins/MovieScene/SequencerScripting/Content
Paths=../../../Engine/Plugins/Runtime/GeometryProcessing/Content
Paths=../../../Engine/Plugins/Runtime/HairStrands/Content
Paths=../../../Engine/Plugins/Runtime/SunPosition/Content
Paths=../../../Engine/Plugins/SRLE/Content
Paths=../../../Engine/Plugins/VirtualProduction/Takes/Content
Paths=../../../Stalker2/Plugins/ChromaSDKPlugin/Content
Paths=../../../Stalker2/Plugins/DLC/DLC1_AI/Content
Paths=../../../Stalker2/Plugins/DiscordRpc/Content
Paths=../../../Stalker2/Plugins/FlyCorridor/Content
Paths=../../../Stalker2/Plugins/GSCCommandlets/Content
Paths=../../../Stalker2/Plugins/GSCFactories/Content
Paths=../../../Stalker2/Plugins/GSCNavigation/Content
Paths=../../../Stalker2/Plugins/GameDataEditor/Content
Paths=../../../Stalker2/Plugins/Modio/Content
Paths=../../../Stalker2/Plugins/PlatformProviderController/Content
Paths=../../../Stalker2/Plugins/QuestTool/Content
Paths=../../../Stalker2/Plugins/SmartCovers/Content
Paths=../../../Stalker2/Plugins/Tether/Content
Paths=../../../Stalker2/Plugins/WwiseNiagara/Content
Paths=../../../Stalker2/Plugins/Wwise/Content
Paths=../../../Stalker2/Plugins/GameFeatures/S2Live/Content
;============================================================
;================== ENGINE SETTINGS =========================
;============================================================
[/Script/Engine.Engine]
bAllowMultiThreadedShaderCompile=1
;============================================================
;================== RENDERER SETTINGS =======================
;============================================================
[/Script/Engine.RendererSettings]
; Post Processing Settings
r.FilmGrain=0.02 ; Delete this if you want to keep original Film Grain (both from here & [ConsoleVariables] section at the bottom)
r.Tonemapper.GrainQuantization=1 ; Delete this if you want to keep original Film Grain (both from here & [ConsoleVariables] section at the bottom)
r.NT.Lens.ChromaticAberration.Intensity=0 ; Delete this if you want to keep Chromatic Aberration (both from here & [ConsoleVariables] section at the bottom)
r.SceneColorFringe.Max=0 ; Delete this if you want to keep Chromatic Aberration (both from here & [ConsoleVariables] section at the bottom)
r.SceneColorFringeQuality=0 ; Delete this if you want to keep Chromatic Aberration (both from here & [ConsoleVariables] section at the bottom)
r.MaxAnisotropy=16
r.Tonemapper.Sharpen=0.5
; TAA Settings
r.DefaultFeature.AntiAliasing=2
r.PostProcessAAQuality=6
r.Reflections.Denoiser.TemporalAccumulation=1
r.Reflections.Denoiser=2
r.TemporalAA.Algorithm=1
r.TemporalAA.Upsampling=1
r.TemporalAACurrentFrameWeight=0.2
r.TemporalAAFilterSize=0.6
r.TemporalAASamples=8
r.TemporalAASharpness=0.5
; DLSS/FSR/XeSS Settings
r.BasePassForceOutputsVelocity=1
r.FidelityFX.FSR.RCAS=0
r.FidelityFX.FSR2.AutoExposure=1
r.FidelityFX.FSR2.Sharpness=0.0
r.FidelityFX.FSR3.AutoExposure=1
r.FidelityFX.FSR3.Sharpness=0.0
r.FidelityFX.FSR4.AutoExposure=1
r.FidelityFX.FSR4.Sharpness=0.0
r.NGX.DLSS.AutoExposure=1
r.NGX.DLSS.EnableAutoExposure=1
r.NGX.DLSS.PreferNISSharpen=0
r.NGX.DLSS.Sharpness=0
r.NIS.Enable=0
r.XeSS.AutoExposure=1
; Async & Pipeline functions
r.AOAsyncBuildQueue=1
r.AsyncCompute.AdaptiveBuffer=1
r.AsyncCompute.ParallelDispatch=1
r.AsyncCompute=1
r.AsyncCreateLightPrimitiveInteractions=1
r.AsyncPipelineCompile=1
r.CompileShadersForDevelopment=0
r.CookOutUnusedDetailModeComponents=1
r.D3D.RemoveUnusedInterpolators=1
r.EnableAsyncComputeTranslucencyLightingVolumeClear=1
r.EnableAsyncComputeVolumetricFog=1
r.UseAsyncShaderPrecompilation=1
; GPU Crash Management
r.D3D12.GPUCrashDebuggingMode=0
r.D3D12.GPUTimeout=0
r.GPUCrash.Collectionenable=0
r.GPUCrash.DataDepth=0
r.GPUCrashDebugging.Aftermath.Callstack=0
r.GPUCrashDebugging.Aftermath.Markers=0
r.GPUCrashDebugging=0
r.GPUCrashDump=0
r.GPUDefrag.MaxRelocations=10
; RHI & Threading
r.GraphicsThread.EnableBackgroundThreads=1
r.GraphicsThread.UseThreadedDestruction=1
r.GTSyncType=2
r.RHICmdUseParallelAlgorithms=1
r.RHICmdUseThread=1
r.RHIThread.Priority=2
r.RHIThread=1
; RHI Sync & Caching
RHI.ResourceTableCaching=1
RHI.SyncAllowEarlyKick=1
RHI.SyncThreshold=999
; Other RHI Settings
r.RHI.UseParallelDispatch=1
r.RHICmdBuffer.EnableThreadedCompletion=1
r.RHICmdBypass=0
; RDG
r.RDG.AsyncClothTick=1
r.RDG.AsyncPipelineCompile=1
r.RDG.ParallelExecute=1
r.RDG.ParallelUpdateRenderGraph=1
; I/O & Virtual Textures
r.IO.UseDirectStorage=1
r.IO.VirtualTextures=1
; Lumen Settings
r.Lumen.DiffuseIndirect.AsyncCompute=1
r.Lumen.Reflections.Temporal=1
r.Lumen.ScreenProbeGather.AsyncCompute=1
r.Lumen.ScreenProbeGather.TemporalFilterProbes=1
r.LumenScene.DirectLighting.OffscreenShadowing.TraceMeshSDFs=0
r.LumenScene.GPUDrivenUpdate=1
r.LumenScene.Lighting.AsyncCompute=1
r.LumenScene.MeshCardsPerTask=448
r.LumenScene.ParallelUpdate=1
r.LumenScene.PrimitivesPerTask=448
r.LumenScene.SurfaceCache.AtlasSize=2048
r.LumenScene.SurfaceCache.CardCapturesPerFrame=150
r.LumenScene.SurfaceCache.Feedback.MinPageHits=32.0
r.LumenScene.SurfaceCache.Feedback.UniqueElements=2048
r.LumenScene.SurfaceCache.NumFramesToKeepUnusedPages=128
r.LumenScene.SurfaceCache.RemovesPerFrame=128
; Nanite Settings
r.Nanite.LargePageRectThreshold=256
r.Nanite.MaterialVisibility.Async=1
r.Nanite.MaterialVisibility=1
r.Nanite.Streaming.MaxPageInstallsPerFrame=32
r.Nanite.Streaming.StreamingPoolSize=768
r.Nanite.VSMMeshShaderRasterization=1
; Parallel Computing Settings
r.ParallelAnimationCacheConversion=1
r.ParallelAnimationCacheConversionAsync=1
r.ParallelAnimationCacheStreaming=1
r.ParallelAnimationCompression=1
r.ParallelAnimationCompressionAsync=1
r.ParallelAnimationEvaluation=1
r.ParallelAnimationRetargeting=1
r.ParallelAnimationRetargetingAsync=1
r.ParallelAnimationStreaming=1
r.ParallelAnimationStreamingAsync=1
r.ParallelAnimationUpdate=1
r.ParallelAsyncComputeSkinCache=1
r.ParallelAsyncComputeTranslucency=1
r.ParallelBasePass=1
r.ParallelBatchDispatch=1
r.ParallelCulling=1
r.ParallelDestruction=1
r.ParallelDistanceField=1
r.ParallelDistributedScene=1
r.ParallelGraphics=1
r.ParallelInitViews=1
r.ParallelLandscapeLayerUpdate=1
r.ParallelLandscapeSplatAtlas=1
r.ParallelLandscapeSplineSegmentCalc=1
r.ParallelLandscapeSplineUpdate=1
r.ParallelLightingBuild=1
r.ParallelLightingComposition=1
r.ParallelLightingInject=1
r.ParallelLightingPropagation=1
r.ParallelLightingSetup=1
r.ParallelMeshBuildUseJobCulling=1
r.ParallelMeshBuildUseJobMerging=1
r.ParallelMeshDrawCommands=1
r.ParallelMeshMerge=1
r.ParallelMeshProcessing=1
r.ParallelNavBoundsCalc=1
r.ParallelNavBoundsInit=1
r.ParallelNavBoundsUpdate=1
r.ParallelNavOctreeUpdate=1
r.ParallelParticleUpdate=1
r.ParallelPhysicsScene=1
r.ParallelPhysicsStepAsync=1
r.ParallelPostProcessing=1
r.ParallelPrePass=1
r.ParallelReflectionCaptures=1
r.ParallelReflectionEnvironment=1
r.ParallelRendering=1
r.ParallelRenderUploads=1
r.ParallelSceneCapture=1
r.ParallelSceneColorGather=1
r.ParallelShaderCompile=1
r.ParallelSkeletalClothBoundsCalc=1
r.ParallelSkeletalClothGather=1
r.ParallelSkeletalClothPrepareSim=1
r.ParallelSkeletalClothSimulate=1
r.ParallelSkeletalClothSkinning=1
r.ParallelSkeletalClothUpdate=1
r.ParallelSkeletalClothUpdateBounds=1
r.ParallelSkeletalClothUpdateVerts=1
r.ParallelTaskShaderCompilation=1
r.ParallelTonemapping=1
r.ParallelTranslucency=1
r.ParallelVelocity=1
r.ParallelZPrepass=1
; Pipeline & Target
r.PipelineStateCache.AsyncCompileAfterTypes=1
r.PreTileTextures=1
r.RDG.AsyncCompute=1
r.Renderer.UseGPUInstancing=1
; Render Thread
r.RenderThread.EnableTaskGraphThread=1
r.RenderThread.Priority=2
; Shader Stats
r.ShaderLibrary.PrintExtendedStats=0
; Shadows & Atmosphere
r.Shadow.CacheWPOPrimitives=1
r.Shadow.CSMCaching=1
r.Shadow.DetectVertexShaderLayerAtRuntime=1
r.Shadow.FadeExponent=0.75
r.Shadow.TemporalFilter=1
r.Shadow.TemporalSampleCount=8
r.Shadow.Virtual.Cache.AllocateViaLRU=1
r.Shadow.Virtual.Cache.InvalidateUseHZB=1
r.Shadow.Virtual.NonNanite.IncludeInCoarsePages=0
r.Shadow.Virtual.UseHZB=1
r.SkyAtmosphere.AerialPerspectiveLUT.FastApplyOnOpaque=1
r.SSS.Burley.EnableProfileIdCache=1
; VRS & Virtual Textures
r.VRS.ContrastAdaptiveShading=0
r.VRS.Enable=1
r.VRS.EnableImage=1
r.VRS.MaterialAdaptiveShading=1
r.VRS.MotionAdaptiveShading=1
r.VRS.Tier=2
r.VT.ParallelFeedbackTasks=1
; Texture Streaming & Thread Pool
r.TextureStreaming.DiscardUnusedMips=1
r.TextureStreaming.UseBackgroundThreadPool=1
r.TextureStreaming.UseDeferredLock=1
r.TextureStreaming=1
r.ThreadPool.BackgroundThreadPriority=0
r.ThreadPool.EnableBackgroundThreads=1
r.ThreadPool.EnableHighPriorityThreads=1
; Streaming
r.Streaming.AmortizeCPUToGPUCopy=1
r.Streaming.DefragDynamicBounds=1
r.Streaming.FramesForFullUpdate=2
r.Streaming.LimitPoolSizeToVRAM=1
r.Streaming.MaxMipLevelReduction=0
r.Streaming.MinMipForSplitRequest=0
r.Streaming.ParallelRenderAssetsNumWorkgroups=4
r.Streaming.StressTest.ExtraAsyncLatency=0
r.Streaming.UseAsyncRequestsForDDC=1
r.Streaming.UseBackgroundThreadPool=1
r.Streaming.UseNewMetrics=1
r.Streaming.UsePerTextureBias=1
;---------------------- Miscellaneous ----------------------
r.AllowMultiThreadedShaderCreation=1
r.CustomDepth=3
r.DFShadowAsyncCompute=1
r.DontLimitOnBattery=1
r.DumpGPU=0
r.Emitter.FastPoolEnable=1
r.EnableDebugSpam_GetObjectPositionAndScale=0
r.EnableMultiThreadedRendering=1
r.FinishCurrentFrame=0
r.ForceAllCoresForShaderCompiling=1
r.ForceDebugViewModes=2
r.ForceOcclusionQueryBatching=1
r.GeometryCollection.Nanite.AsyncCompute=1
r.GeometryCollection.Nanite=1
r.InstanceCulling.OcclusionCull=1
r.InstancedStaticMeshes.ForceRemoveAtSwap=1
r.LODFadeTime=0.75
r.NGX.LogLevel=0
r.NumBufferedOcclusionQueries=2
r.Occlusion.SingleRHIThreadStall=1
r.OneFrameThreadLag=1
r.pso.evictiontime=30
r.ShaderDrawDebug=0
r.Shaders.Optimize=1
r.SupportAllShaderPermutations=0
r.ThreadedShaderCompilation=1
r.UniformBufferPooling=1
r.Visibility.FrustumCull.UseSphereTestFirst=1
r.Visibility.TaskSchedule=0
r.VT.CsvStats=0
;============================================================
;================== DX12 SETTINGS ===========================
;============================================================
[/Script/D3D12RHI.D3D12Options]
D3D12.AFRUseFramePacing=1
D3D12.Aftermath=0
D3D12.AllowPoolAllocateIndirectArgBuffers=1
D3D12.AsyncDeferredDeletion=1
D3D12.ForceThirtyHz=0
D3D12.InsertOuterOcclusionQuery=1
D3D12.MaxCommandsPerCommandList=20000
D3D12.MaximumFrameLatency=3
D3D12.PSO.DiskCache=1
D3D12.PSO.DriverOptimizedDiskCache=1
D3D12.ResidencyManagement=1
D3D12.VRAMBufferPoolDefrag=1
D3D12.VRAMBufferPoolDefrag.MaxCopySizePerFrame=33554432
D3D12.VRAMTexturePoolDefrag=1
D3D12.VRAMTexturePoolDefrag.MaxCopySizePerFrame=33554432
D3D12.ZeroBufferSizeInMB=16
r.D3D.ForceDXC=1
r.D3D12.LightweightDRED=0
r.D3D12.RayTracing.AllowSpecializedStateObjects=0
;============================================================
;================== TEXTURE STREAMING =======================
;============================================================
[TextureStreaming]
PoolSizeVRAMPercentage=70
;============================================================
;================== STREAMING SETTINGS ======================
;============================================================
[/Script/Engine.StreamingSettings]
r.Streaming.FullyLoadUsedTextures=0
r.Streaming.PredictiveBoost=1
r.Streaming.PredictiveBoostHintSize=512
r.Streaming.UseMaterialDataStreaming=1
s.AdaptiveAddToWorld.Enabled=1
s.AsyncLoadingThreadEnabled=1
s.AsyncLoadingThreadPriority=2
s.AsyncLoadingTimeLimit=3.0
s.IoDispatcherBufferMemoryMB=64
s.IoDispatcherCacheSizeMB=2048
s.IoDispatcherDecompressionWorkerCount=4
s.MaxIncomingRequestsToStall=1
s.MaxLevelRequestsAtOnceWhileInMatch=4
s.MaxPrecacheRequestsInFlight=8
s.MaxReadyRequestsToStallMB=0
s.MinBulkDataSizeForAsyncLoading=0
s.PriorityAsyncLoadingExtraTime=0.0
s.PriorityLevelStreamingActorsUpdateExtraTime=0.0
s.ProcessPrestreamingRequests=1
;============================================================
;================== NIAGARA SETTINGS ========================
;============================================================
[/Script/Niagara.NiagaraSettings]
fx.MaxNiagaraGPUParticlesSpawnPerFrame=120000
fx.Niagara.GpuComputeDebug.DrawDebugEnabled=0
fx.Niagara.WarnComponentRenderCount=999999
fx.NiagaraAllowRuntimeScalabilityChanges=1
fx.NiagaraBatcher.FreeBufferEarly=0
fx.NiagaraDataBufferMinSize=2048
fx.NiagaraRuntimeCycleHistorySize=30
;============================================================
;================== GARBAGE COLLECTION SETTINGS =============
;============================================================
[/Script/Engine.GarbageCollectionSettings]
gc.AllowParallelGC=1
gc.CreateGCClusters=1
gc.MultithreadedDestructionEnabled=1
;============================================================
;================== SHADER COMPILER SETTINGS ================
;============================================================
[ShaderCompiler]
bAllowAsynchronousShaderCompiling=1
bAllowCompilingThroughWorkerThreads=1
bAsyncShaderCompileWorkerThreads=1
bEnableOptimizedShaderCompilation=1
MaxShaderJobBatchSize=150
MaxShaderJobs=1000
NumUnusedShaderCompilingThreads=2
r.GPUDefrag.AllowOverlappedMoves=1
r.GPUDefrag.EnableTimeLimits=1
;============================================================
;================== SHADER PIPELINE CACHE ===================
;============================================================
[ShaderPipelineCache]
r.ShaderPipelineCache.AsyncCompileRate=32
r.ShaderPipelineCache.BackgroundBatchSize=3
r.ShaderPipelineCache.BatchTime=4.0
r.ShaderPipelineCache.Enabled=1
r.ShaderPipelineCache.PrecompileBatchTime=5
r.ShaderPipelineCache.PrecompileFrameTime=20
r.ShaderPipelineCache.StartupCache=1
;============================================================
;================== DEV OPTIONS: SHADERS ====================
;============================================================
[DevOptions.Shaders]
bAllowShaderCompilingWorker=1
bOptimizeForLocalShaderBuilds=1
bUseBackgroundCompiling=1
WorkerThreadPriority=0
;============================================================
;================== INPUT SETTINGS ==========================
;============================================================
[Engine.InputSettings]
bDisableMouseAcceleration=1
bEnableMouseSmoothing=0
bViewAccelerationEnabled=0
RawMouseInputEnabled=1
;============================================================
;================== RENDERING THREAD SETTINGS ===============
;============================================================
[RenderingThread]
bAllowAsyncRenderThreadUpdates=1
bAllowThreadedRendering=1
;============================================================
;================== PHYSICS SETTINGS ========================
;============================================================
[Physics]
p.AsyncSceneEnabled=1
p.Chaos.PerParticleCollision.ISPC=1
p.Chaos.Spherical.ISPC=1
p.Chaos.Spring.ISPC=1
p.Chaos.TriangleMesh.ISPC=1
p.Chaos.VelocityField.ISPC=1
p.Chaos.VisualDebuggerEnable=0
;============================================================
;================== AUDIO SETTINGS ==========================
;============================================================
[/Script/Engine.AudioSettings]
PlatformFormat=OGG
PlatformStreamingFormat=OGG
;============================================================
;================== AUDIO (AK) SETTINGS =====================
;============================================================
[/Script/AKAudio.AkSettings]
bEnableMultiCoreRendering=1
;============================================================
;================== CRASH REPORT CLIENT =====================
;============================================================
[CrashReportClient]
bAgreeToCrashUpload=0
bImplicitSend=0
;============================================================
;================== LOG SETTINGS ============================
;============================================================
[Core.Log]
Global=all off
LogAI=all off
LogAnalytics=all off
LogAnimation=all off
LogAudio=all off
LogAudioCaptureCore=all off
LogAudioMixer=all off
LogBlueprint=all off
LogChaosDD=all off
LogConfig=all off
LogCore=all off
LogDerivedDataCache=all off
LogDeviceProfileManager=all off
LogEOSSDK=all off
LogFab=all off
LogFileCache=all off
LogInit=all off
LogInput=all off
LogInteractiveProcess=all off
LogLevelSequenceEditor=all off
LogLinker=all off
LogMemory=all off
LogMemoryProfiler=all off
LogMeshMerging=all off
LogMeshReduction=all off
LogMetaSound=all off
LogNFORDenoise=all off
LogNetwork=all off
LogNetworkingProfiler=all off
LogNiagara=all off
LogNiagaraDebuggerClient=all off
LogNNEDenoiser=all off
LogNNERuntimeORT=all off
LogOnline=all off
LogOnlineEntitlement=all off
LogOnlineEvents=all off
LogOnlineFriend=all off
LogOnlineGame=all off
LogOnlineIdentity=all off
LogOnlinePresence=all off
LogOnlineSession=all off
LogOnlineTitleFile=all off
LogOnlineUser=all off
LogPakFile=all off
LogPhysics=all off
LogPluginManager=all off
LogPython=all off
LogRenderTargetPool=all off
LogRenderer=all off
LogRendererCore=all off
LogShaderCompiler=all off
LogShaderCompilers=all off
LogSlate=all off
LogSourceControl=all off
LogStreaming=all off
LogStudioTelemetry=all off
LogTargetPlatformManager=all off
LogTelemetry=all off
LogTemp=all off
LogTextureEncodingSettings=all off
LogTextureFormatManager=all off
LogTextureFormatOodle=all off
LogTimingProfiler=all off
LogUObject=all off
LogUObjectArray=all off
LogUsd=all off
LogVRS=all off
LogVirtualization=all off
LogWindows=all off
LogWindowsTextInputMethodSystem=all off
LogWorldPartition=all off
LogXGEController=all off
LogZenServiceInstance=all off
PixWinPlugin=all off
RenderDocPlugin=all off
;============================================================
;================== ERROR HANDLING ==========================
;============================================================
[Engine.ErrorHandling]
bPromptForRemoteDebugging=0
bPromptForRemoteDebugOnEnsure=0
;============================================================
;================== TELEMETRY SETTINGS ======================
;============================================================
[/Script/WInstrumentedProfilersSettings.WTelemetrySettings]
bEnableTelemetry=0
;============================================================
;================== HYDRA CRASH HANDLER =====================
;============================================================
[FATHydraCrashHandler]
LogCrashReportHydra=0
LogCrashUploader=0
;============================================================
;================== NETWORK SETTINGS ========================
;============================================================
[/Script/Engine.NetworkSettings]
net.AllowAsyncLoading=1
;============================================================
;================== CONSOLE VARIABLES ======================= (many CVARs are purposely duplicated here in order to bypass game overrides on load)
;============================================================
[ConsoleVariables]
r.FilmGrain=0.02 ; Delete this if you want to keep original Film Grain (both from here & [/Script/Engine.RendererSettings] top section)
r.Tonemapper.GrainQuantization=1 ; Delete this if you want to keep original Film Grain (both from here & [/Script/Engine.RendererSettings] top section)
r.NT.Lens.ChromaticAberration.Intensity=0 ; Delete this if you want to keep Chromatic Aberration (both from here & [/Script/Engine.RendererSettings] top section)
r.SceneColorFringe.Max=0 ; Delete this if you want to keep Chromatic Aberration (both from here & [/Script/Engine.RendererSettings] top section)
r.SceneColorFringeQuality=0 ; Delete this if you want to keep Chromatic Aberration (both from here & [/Script/Engine.RendererSettings] top section)
a.ForceParallelAnimUpdate=1
ai.DestroyNavDataInCleanUpAndMarkPendingKill=0
AllowAsyncRenderThreadUpdatesDuringGamethreadUpdates=0
Async.ParallelFor.YieldingTimeout=99
AttemptStuckThreadResuscitation=1
au.BakedAnalysisEnabled=0
au.DisableParallelSourceProcessing=0
au.voip.AlwaysPlayVoiceComponent=0
AudioThread.BatchAsyncBatchSize=256
AudioThread.EnableBatchProcessing=1
bAgreeToCrashUpload=0
bAllowAsynchronousShaderCompiling=1
bAllowAsyncRenderThreadUpdates=1
bAllowCompilingThroughWorkerThreads=1
bAllowMultiThreadedAnimationUpdate=1
bAllowMultiThreadedShaderCompile=1
bAllowShaderCompilingWorker=1
bAllowThreadedRendering=1
bAsyncShaderCompileWorkerThreads=1
bCanBlueprintsTickByDefault=0
bDisableMouseAcceleration=1
bEnableMouseSmoothing=0
bEnableMultiCoreRendering=1
bEnableOptimizedShaderCompilation=1
bEnableTelemetry=0
bImplicitSend=0
bOptimizeAnimBlueprintMemberVariableAccess=1
bOptimizeForLocalShaderBuilds=1
bPromptForRemoteDebugging=0
bPromptForRemoteDebugOnEnsure=0
bSmoothFrameRate=0
bSupportsGPUScene=1
bSupportsWaveOperations=1
bUseAsyncComputeContext=1
bUseBackgroundCompiling=1
bViewAccelerationEnabled=0
csv.trackWaitsGT=0
csv.trackWaitsRT=0
D3D12.AFRUseFramePacing=1
D3D12.Aftermath=0
D3D12.AllowPoolAllocateIndirectArgBuffers=1
D3D12.AsyncDeferredDeletion=1
D3D12.ForceThirtyHz=0
D3D12.InsertOuterOcclusionQuery=1
D3D12.MaxCommandsPerCommandList=20000
D3D12.MaximumFrameLatency=3
D3D12.PSO.DriverOptimizedDiskCache=1
D3D12.ResidencyManagement=1
D3D12.VRAMBufferPoolDefrag=1
D3D12.VRAMBufferPoolDefrag.MaxCopySizePerFrame=33554432
D3D12.VRAMTexturePoolDefrag=1
D3D12.VRAMTexturePoolDefrag.MaxCopySizePerFrame=33554432
D3D12.ZeroBufferSizeInMB=16
EnableMathOptimisations=1
foliage.MaxOcclusionQueriesPerComponent=8
foliage.MinOcclusionQueriesPerComponent=3
FX.AllowAsyncTick=1
fx.AllowFastPathFunctionLibrary=1
FX.BatchAsync=1
FX.BatchAsyncBatchSize=8
fx.DeferrPSCDeactivation=1
FX.EarlyScheduleAsync=1
fx.EnableCircularAnimTrailDump=0
fx.GPUSimulationTextureSizeX=512
fx.GPUSimulationTextureSizeY=512
FX.GPUSpawnWarningThreshold=99999999
FX.MaxCPUParticlesPerEmitter=750
FX.MaxGPUParticlesSpawnedPerFrame=60000
fx.MaxNiagaraGPUParticlesSpawnPerFrame=120000
fx.Niagara.AsyncCompute=1
fx.Niagara.DebugDraw.Enabled=0
fx.Niagara.GpuComputeDebug.DrawDebugEnabled=0
fx.Niagara.WarnComponentRenderCount=999999
fx.NiagaraAllowRuntimeScalabilityChanges=1
fx.NiagaraBatcher.FreeBufferEarly=0
fx.NiagaraDataBufferMinSize=2048
fx.NiagaraRuntimeCycleHistorySize=30
fx.ParticlePerfStats.Enabled=0
fx.ScalabilityManParallelThreshold=25
fx.ScalabilityMaxUpdatesPerFrame=25
fx.SkipVectorVMBackendOptimizations=0
gc.AllowParallelGC=1
gc.CreateGCClusters=1
gc.MultithreadedDestructionEnabled=1
GeometryCache.OffloadUpdate=1
grass.MaxAsyncTasks=8
grass.MaxCreatePerFrame=6
grass.MaxInstancesPerComponent=49152
grass.MinFramesToKeepGrass=60
grass.UseHaltonDistribution=1
landscape.RenderNanite=1
LevelSequence.InvalidBindingTagWarnings=0
LogAI=all off
LogAnalytics=all off
LogAnimation=all off
LogAudio=all off
LogAudioCaptureCore=all off
LogAudioMixer=all off
LogBlueprint=all off
LogChaosDD=all off
LogConfig=all off
LogCore=all off
LogDerivedDataCache=all off
LogDeviceProfileManager=all off
LogEOSSDK=all off
LogFab=all off
LogFileCache=all off
LogInit=all off
LogInput=all off
LogInteractiveProcess=all off
LogLevelSequenceEditor=all off
LogLinker=all off
LogMemory=all off
LogMemoryProfiler=all off
LogMeshMerging=all off
LogMeshReduction=all off
LogMetaSound=all off
LogNFORDenoise=all off
LogNetwork=all off
LogNetworkingProfiler=all off
LogNiagara=all off
LogNiagaraDebuggerClient=all off
LogNNEDenoiser=all off
LogNNERuntimeORT=all off
LogOnline=all off
LogOnlineEntitlement=all off
LogOnlineEvents=all off
LogOnlineFriend=all off
LogOnlineGame=all off
LogOnlineIdentity=all off
LogOnlinePresence=all off
LogOnlineSession=all off
LogOnlineTitleFile=all off
LogOnlineUser=all off
LogPakFile=all off
LogPhysics=all off
LogPluginManager=all off
LogPython=all off
LogRenderTargetPool=all off
LogRenderer=all off
LogRendererCore=all off
LogShaderCompiler=all off
LogShaderCompilers=all off
LogSlate=all off
LogSourceControl=all off
LogStreaming=all off
LogStudioTelemetry=all off
LogTargetPlatformManager=all off
LogTelemetry=all off
LogTemp=all off
LogTextureEncodingSettings=all off
LogTextureFormatManager=all off
LogTextureFormatOodle=all off
LogTimingProfiler=all off
LogUObject=all off
LogUObjectArray=all off
LogUsd=all off
LogVRS=all off
LogVirtualization=all off
LogWindows=all off
LogWindowsTextInputMethodSystem=all off
LogWorldPartition=all off
LogXGEController=all off
LogZenServiceInstance=all off
PixWinPlugin=all off
RenderDocPlugin=all off
MaxShaderJobBatchSize=150
MaxShaderJobs=1000
memory.logGenericPlatformMemoryStats=0
net.AllowAsyncLoading=1
niagara.CreateShadersOnLoad=1
NumUnusedShaderCompilingThreads=2
p.AsyncSceneEnabled=1
p.Chaos.PerParticleCollision.ISPC=1
p.Chaos.Spherical.ISPC=1
p.Chaos.Spring.ISPC=1
p.Chaos.TriangleMesh.ISPC=1
p.Chaos.VelocityField.ISPC=1
p.Chaos.VisualDebuggerEnable=0
p.RemoveFarBodiesFromBVH=1
pakcache.CachePerPakFile=1
pakcache.MaxBlockMemory=384
pakcache.MaxRequestSizeToLowerLevellKB=3072
pakcache.MaxRequestsToLowerLevel=3
pakcache.NumUnreferencedBlocksToCache=20
pakcache.UseNewTrim=1
PlatformFormat=OGG
PlatformStreamingFormat=OGG
PoolSizeVRAMPercentage=70
r.AllowAsyncRenderThreadUpdatesDuringGamethreadUpdates=0
r.AllowMultiThreadedShaderCreation=1
r.AOAsyncBuildQueue=1
r.AsyncCompute.AdaptiveBuffer=1
r.AsyncCompute.ParallelDispatch=1
r.AsyncCompute=1
r.AsyncCreateLightPrimitiveInteractions=1
r.AsyncPipelineCompile=1
r.BasePassForceOutputsVelocity=1
r.CompileShadersForDevelopment=0
r.CookOutUnusedDetailModeComponents=1
r.CustomDepth=3
r.D3D.ForceDXC=1
r.D3D.RemoveUnusedInterpolators=1
r.D3D12.GPUCrashDebuggingMode=0
r.D3D12.GPUTimeout=0
r.D3D12.LightweightDRED=0
r.D3D12.RayTracing.AllowSpecializedStateObjects=0
r.DefaultFeature.AntiAliasing=2
r.DFShadowAsyncCompute=1
r.DistanceFields.ParallelUpdate=1
r.DontLimitOnBattery=1
r.DumpGPU=0
r.Emitter.FastPoolEnable=1
r.EnableAsyncComputeTranslucencyLightingVolumeClear=1
r.EnableAsyncComputeVolumetricFog=1
r.EnableDebugSpam_GetObjectPositionAndScale=0
r.EnableMultiThreadedRendering=1
r.FidelityFX.FSR.RCAS=0
r.FidelityFX.FSR2.AutoExposure=1
r.FidelityFX.FSR2.Sharpness=0.0
r.FidelityFX.FSR3.AutoExposure=1
r.FidelityFX.FSR3.Sharpness=0.0
r.FidelityFX.FSR4.AutoExposure=1
r.FidelityFX.FSR4.Sharpness=0.0
r.FinishCurrentFrame=0
r.ForceAllCoresForShaderCompiling=1
r.ForceDebugViewModes=2
r.ForceOcclusionQueryBatching=1
r.ForceParallelAnimUpdate=1
r.GeometryCollection.Nanite.AsyncCompute=1
r.GeometryCollection.Nanite=1
r.GPUDefrag.AllowOverlappedMoves=1
r.GPUDefrag.EnableTimeLimits=1
r.GPUDefrag.MaxRelocations=10
r.GPUCrash.Collectionenable=0
r.GPUCrash.DataDepth=0
r.GPUCrashDebugging.Aftermath.Callstack=0
r.GPUCrashDebugging.Aftermath.Markers=0
r.GPUCrashDebugging=0
r.GPUCrashDump=0
r.GraphicsThread.EnableBackgroundThreads=1
r.GraphicsThread.UseThreadedDestruction=1
r.GTSyncType=2
r.InstanceCulling.OcclusionCull=1
r.InstancedStaticMeshes.ForceRemoveAtSwap=1
r.IO.UseDirectStorage=1
r.IO.VirtualTextures=1
r.LODFadeTime=0.75
r.Lumen.DiffuseIndirect.AsyncCompute=1
r.Lumen.Reflections.Temporal=1
r.Lumen.ScreenProbeGather.AsyncCompute=1
r.Lumen.ScreenProbeGather.TemporalFilterProbes=1
r.LumenScene.DirectLighting.OffscreenShadowing.TraceMeshSDFs=0
r.LumenScene.GPUDrivenUpdate=1
r.LumenScene.Lighting.AsyncCompute=1
r.LumenScene.MeshCardsPerTask=448
r.LumenScene.ParallelUpdate=1
r.LumenScene.PrimitivesPerTask=448
r.LumenScene.SurfaceCache.AtlasSize=2048
r.LumenScene.SurfaceCache.CardCapturesPerFrame=150
r.LumenScene.SurfaceCache.Feedback.MinPageHits=32.0
r.LumenScene.SurfaceCache.Feedback.UniqueElements=2048
r.LumenScene.SurfaceCache.NumFramesToKeepUnusedPages=128
r.LumenScene.SurfaceCache.RemovesPerFrame=128
r.MaxAnisotropy=16
r.Nanite.LargePageRectThreshold=256
r.Nanite.MaterialVisibility.Async=1
r.Nanite.MaterialVisibility=1
r.Nanite.Streaming.MaxPageInstallsPerFrame=32
r.Nanite.Streaming.StreamingPoolSize=768
r.Nanite.VSMMeshShaderRasterization=1
r.NGX.DLSS.AutoExposure=1
r.NGX.DLSS.EnableAutoExposure=1
r.NGX.DLSS.PreferNISSharpen=0
r.NGX.DLSS.Sharpness=0
r.NGX.LogLevel=0
r.NIS.Enable=0
r.NumBufferedOcclusionQueries=2
r.Occlusion.SingleRHIThreadStall=1
r.OneFrameThreadLag=1
r.ParallelAnimationCacheConversion=1
r.ParallelAnimationCacheConversionAsync=1
r.ParallelAnimationCacheStreaming=1
r.ParallelAnimationCompression=1
r.ParallelAnimationCompressionAsync=1
r.ParallelAnimationEvaluation=1
r.ParallelAnimationRetargeting=1
r.ParallelAnimationRetargetingAsync=1
r.ParallelAnimationStreaming=1
r.ParallelAnimationStreamingAsync=1
r.ParallelAnimationUpdate=1
r.ParallelAsyncComputeSkinCache=1
r.ParallelAsyncComputeTranslucency=1
r.ParallelBasePass=1
r.ParallelBatchDispatch=1
r.ParallelCulling=1
r.ParallelDestruction=1
r.ParallelDistanceField=1
r.ParallelDistributedScene=1
r.ParallelGraphics=1
r.ParallelInitViews=1
r.ParallelLandscapeLayerUpdate=1
r.ParallelLandscapeSplatAtlas=1
r.ParallelLandscapeSplineSegmentCalc=1
r.ParallelLandscapeSplineUpdate=1
r.ParallelLightingBuild=1
r.ParallelLightingComposition=1
r.ParallelLightingInject=1
r.ParallelLightingPropagation=1
r.ParallelLightingSetup=1
r.ParallelMeshBuildUseJobCulling=1
r.ParallelMeshBuildUseJobMerging=1
r.ParallelMeshDrawCommands=1
r.ParallelMeshMerge=1
r.ParallelMeshProcessing=1
r.ParallelNavBoundsCalc=1
r.ParallelNavBoundsInit=1
r.ParallelNavBoundsUpdate=1
r.ParallelNavOctreeUpdate=1
r.ParallelParticleUpdate=1
r.ParallelPhysicsScene=1
r.ParallelPhysicsStepAsync=1
r.ParallelPostProcessing=1
r.ParallelPrePass=1
r.ParallelReflectionCaptures=1
r.ParallelReflectionEnvironment=1
r.ParallelRendering=1
r.ParallelRenderUploads=1
r.ParallelSceneCapture=1
r.ParallelSceneColorGather=1
r.ParallelShaderCompile=1
r.ParallelSkeletalClothBoundsCalc=1
r.ParallelSkeletalClothGather=1
r.ParallelSkeletalClothPrepareSim=1
r.ParallelSkeletalClothSimulate=1
r.ParallelSkeletalClothSkinning=1
r.ParallelSkeletalClothUpdate=1
r.ParallelSkeletalClothUpdateBounds=1
r.ParallelSkeletalClothUpdateVerts=1
r.ParallelTaskShaderCompilation=1
r.ParallelTonemapping=1
r.ParallelTranslucency=1
r.ParallelVelocity=1
r.ParallelZPrepass=1
r.PipelineStateCache.AsyncCompileAfterTypes=1
r.PostProcessAAQuality=6
r.PreTileTextures=1
r.pso.evictiontime=30
r.RDG.AsyncClothTick=1
r.RDG.AsyncCompute=1
r.RDG.AsyncPipelineCompile=1
r.RDG.ParallelExecute=1
r.RDG.ParallelUpdateRenderGraph=1
r.Reflections.Denoiser.TemporalAccumulation=1
r.Reflections.Denoiser=2
r.Renderer.UseGPUInstancing=1
r.RenderThread.EnableTaskGraphThread=1
r.RenderThread.Priority=2
r.RHI.UseParallelDispatch=1
r.RHICmdBuffer.EnableThreadedCompletion=1
r.RHICmdBypass=0
r.RHICmdUseParallelAlgorithms=1
r.RHICmdUseThread=1
r.RHIThread.Priority=2
r.RHIThread=1
r.ShaderCompiler.AllowDistributedCompilation=0
r.ShaderDrawDebug=0
r.ShaderLibrary.PrintExtendedStats=0
r.ShaderPipelineCache.AsyncCompileRate=32
r.ShaderPipelineCache.BackgroundBatchSize=3
r.ShaderPipelineCache.BatchSize=30
r.ShaderPipelineCache.BatchTime=4.0
r.ShaderPipelineCache.Enabled=1
r.ShaderPipelineCache.PrecompileBatchSize=30
r.ShaderPipelineCache.PrecompileBatchTime=5
r.ShaderPipelineCache.PrecompileFrameTime=20
r.ShaderPipelineCache.PreOptimizeEnabled=1
r.ShaderPipelineCache.ReportPSO=0
r.ShaderPipelineCache.StartupCache=1
r.Shaders.Optimize=1
r.Shaders.OptimizePreload=1
r.Shaders.Precompile=1
r.Shadow.CacheWPOPrimitives=1
r.Shadow.CSMCaching=1
r.Shadow.DetectVertexShaderLayerAtRuntime=1
r.Shadow.FadeExponent=0.75
r.Shadow.TemporalFilter=1
r.Shadow.TemporalSampleCount=8
r.Shadow.Virtual.Cache.AllocateViaLRU=1
r.Shadow.Virtual.Cache.InvalidateUseHZB=1
r.Shadow.Virtual.NonNanite.IncludeInCoarsePages=0
r.Shadow.Virtual.UseHZB=1
r.SkyAtmosphere.AerialPerspectiveLUT.FastApplyOnOpaque=1
r.SSS.Burley.EnableProfileIdCache=1
r.Streaming.AmortizeCPUToGPUCopy=1
r.Streaming.DefragDynamicBounds=1
r.Streaming.FramesForFullUpdate=2
r.Streaming.FullyLoadUsedTextures=0
r.Streaming.LimitPoolSizeToVRAM=1
r.Streaming.MaxMipLevelReduction=0
r.Streaming.MinMipForSplitRequest=0
r.Streaming.ParallelRenderAssetsNumWorkgroups=4
r.Streaming.PredictiveBoost=1
r.Streaming.PredictiveBoostHintSize=512
r.Streaming.StressTest.ExtraAsyncLatency=0
r.Streaming.UseAsyncRequestsForDDC=1
r.Streaming.UseBackgroundThreadPool=1
r.Streaming.UseMaterialDataStreaming=1
r.Streaming.UseNewMetrics=1
r.Streaming.UsePerTextureBias=1
r.Streamline.TagUIColorAlpha=0
r.SupportAllShaderPermutations=0
r.TemporalAA.Algorithm=1
r.TemporalAA.Upsampling=1
r.TemporalAACurrentFrameWeight=0.2
r.TemporalAAFilterSize=0.6
r.TemporalAASamples=8
r.TemporalAASharpness=0.5
r.TextureStreaming.DiscardUnusedMips=1
r.TextureStreaming.UseBackgroundThreadPool=1
r.TextureStreaming.UseDeferredLock=1
r.TextureStreaming=1
r.ThreadedShaderCompilation=1
r.ThreadPool.BackgroundThreadPriority=0
r.ThreadPool.EnableBackgroundThreads=1
r.ThreadPool.EnableHighPriorityThreads=1
r.Tonemapper.Sharpen=0.5
r.UniformBufferPooling=1
r.UseAsyncShaderPrecompilation=1
r.Visibility.FrustumCull.UseSphereTestFirst=1
r.Visibility.TaskSchedule=0
r.VRS.ContrastAdaptiveShading=0
r.VRS.Enable=1
r.VRS.EnableImage=1
r.VRS.MaterialAdaptiveShading=1
r.VRS.MotionAdaptiveShading=1
r.VRS.Tier=2
r.VT.CsvStats=0
r.VT.ParallelFeedbackTasks=1
r.XeSS.AutoExposure=1
RawMouseInputEnabled=1
RHI.ResourceTableCaching=1
RHI.SyncAllowEarlyKick=1
RHI.SyncThreshold=999
s.AdaptiveAddToWorld.Enabled=1
s.AsyncLoadingThreadEnabled=1
s.AsyncLoadingThreadPriority=2
s.AsyncLoadingTimeLimit=3.0
s.IoDispatcherBufferMemoryMB=64
s.IoDispatcherCacheSizeMB=2048
s.IoDispatcherDecompressionWorkerCount=4
s.MaxIncomingRequestsToStall=1
s.MaxLevelRequestsAtOnceWhileInMatch=4
s.MaxPrecacheRequestsInFlight=8
s.MaxReadyRequestsToStallMB=0
s.MinBulkDataSizeForAsyncLoading=0
s.PriorityAsyncLoadingExtraTime=0.0
s.PriorityLevelStreamingActorsUpdateExtraTime=0.0
s.ProcessPrestreamingRequests=1
Slate.bAllowThrottling=0
t.MaxFPS=0
TaskGraph.Enable=1
TaskGraph.ForkedProcessMaxWorkerThreads=4
TaskGraph.NumForegroundWorkers=4
TaskGraph.PrintBroadcastWarnings=0
TimerManager.DumpTimerLogResolveVirtualFunctions=0
TimerManager.DumpTimerLogSymbolNames=0
UseAllCores=1
WorkerThreadPriority=0
wp.Runtime.HLOD.WarmupNanite=0
wp.Runtime.HLOD.WarmupVTScaleFactor=1.0
wp.Runtime.LevelStreamingContinuouslyIncrementalGCWhileLevelsPendingPurgeForWP=128
wp.Runtime.MaxLoadingStreamingCells=16
wp.Runtime.UpdateStreamingStateTimeLimit=0.1
;============================================================
;================== CUSTOM/OPTIONAL SETTINGS ================
;============================================================
; You can add other custom CVARs/Sections below
[/Script/Engine.RendererSettings]
; Texture streaming: lower resolution budget if you’re VRAM-starved
r.Streaming.PoolSize=4096 ; from default (~6000 MB) → 4 GB pool
; Lumen (software GI & reflections) quality
r.Lumen.GlobalIllumination=0 ; disable
r.Lumen.Reflections=0 ; disable
; Shadows
r.ShadowQuality=2 ; from 5 (highest) → 2 (medium)
; Mesh LOD bias
r.SkeletalMeshLODBias=2 ; increase LOD bias for skinned meshes
; Virtual shadow maps (if enabled)
r.VSM.MaxLightInfluence=1 ; reduce detail in shadows
[/Script/Engine.RendererSettings]
r.Nanite.MaxPixelsPerEdge=0.5 ; default 1.0 → 0.5 for coarser LOD
r.Nanite.MinClusterPixels=1 ;2 ; fewer clusters before merging
r.Nanite.MinPixelsForFallback=8;16;32;4 ; smaller meshes fall back sooner
[/Script/Engine.RendererSettings]
;––– Remove Lumen entirely –––
r.Lumen.GlobalIllumination=0 ; disable GI
r.Lumen.Reflections=0 ; disable reflections
;––– Kill volumetrics –––
;;r.VolumetricFog=0 ; disable volumetric fog
;r.VolumetricCloud=0 ; if used, disable volumetric clouds
r.VolumetricFog.SamplesPerPixel=1 ; (optional) drop sampling if you keep fog
;––– Cut transparency costs –––
;;r.TranslucencyLightingVolumeDim=4 ; coarser translucency volume grid
r.TranslucencyVolumeBlur=1 ; blur to reduce sample count
;––– Disable extra post & lighting passes –––
;;r.DefaultFeature.AmbientOcclusion=0 ; disable AO
r.SSR.Quality=0 ; disable screen-space reflections
r.DepthOfFieldQuality=0 ; disable depth-of-field
r.MotionBlurQuality=0 ; disable motion blur
;r.BloomQuality=0 ; disable bloom
; try to get decent worldshadows
[/Script/Engine.RendererSettings]
; — BOOST WORLD SHADOWS —
; Double max resolution (e.g. from 2048 → 4096)
;r.Shadow.MaxResolution=4096
; Use 3 cascades for world, but at higher res
;;r.Shadow.CSM.MaxCascades=3
; Tighten cascade transitions to reduce “swimming”
; I WANT THEM SMOOTH
r.Shadow.CascadeTransitionFraction=2.0;0.05
; Increase PCF filter quality for soft edges
r.Shadow.FilterQuality=7;5
; reduce and smooth player Shadows
[/Script/Engine.RendererSettings]
; — LOWER PLAYER SHADOWS —
; Drop down to 2 cascades for movable shadows (e.g. players/actors)
;;r.Shadow.CSM.MaxCascades=2
; Reduce overall dynamic-shadow resolution budget
;r.ShadowQuality=1 ; 0=off, 1=low, 2=medium, 3=high, 4=epic
; Increase bias so small/skinned meshes cast cheaper shadows
r.Shadow.CSM.ProjectionFactor=1.5
;shave off elsewhere
[/Script/Engine.RendererSettings]
; Disable costly volumetrics
;r.VolumetricFog=0
;;r.VolumetricCloud=0
; Turn off ambient occlusion and SSR
;;r.DefaultFeature.AmbientOcclusion=0
r.SSR.Quality=0
; Lower Nanite detail slightly
;r.Nanite.MaxPixelsPerEdge=0.125
; Cap texture-streaming pool to free VRAM
r.Streaming.PoolSize=3500
; === Anti-dither patch ====================================
[ConsoleVariables]
r.Tonemapper.GrainQuantization=0 ; disable 8-bit grain
r.Tonemapper.Sharpen=0.0 ; no extra sharpen
r.TemporalAA.HistoryScreenPercentage=100 ; full-res history
r.TemporalAASharpness=0.25 ; gentler contrast
r.TemporalAA.Upsampling=0 ; use native res when 100 %
r.TemporalAA.Algorithm=0 ; vanilla TAA (fewer resolve dots)
; --- Foliage ------------------------------------------------
foliage.DitheredLOD=0 ; no dither fade – trees will “pop”
;--or--
r.LODFadeTime=0.1 ; keep fade but finish in <1 frame
[ConsoleVariables]
; ---- Kill the GI speckles ---------------------------------
r.Lumen.ScreenProbeGather.FullResolutionJitterWidth=0 ; turns the jitter off
r.Lumen.ScreenProbeGather.DownsampleFactor=8 ; keeps probes coarse
r.Lumen.ScreenProbeGather.TracingOctahedronResolution=16 ; raises probe res a hair
r.Lumen.DiffuseIndirect.AllowJitter=0 ; disables extra per-bounce noise
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