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Unreal Engine 4
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[/Script/Engine.TextureLODSettings] | |
TextureLODGroups=(Group=TEXTUREGROUP_World,MinLODSize=1,MaxLODSize=8192,LODBias=0,MinMagFilter=aniso,MipFilter=point,NumStreamedMips=0,MipGenSettings=TMGS_Sharpen3) | |
TextureLODGroups=(Group=TEXTUREGROUP_WorldNormalMap,MinLODSize=1,MaxLODSize=8192,LODBias=0,MinMagFilter=aniso,MipFilter=point,NumStreamedMips=0,MipGenSettings=TMGS_SimpleAverage) | |
TextureLODGroups=(Group=TEXTUREGROUP_WorldSpecular,MinLODSize=1,MaxLODSize=8192,LODBias=0,MinMagFilter=aniso,MipFilter=point,NumStreamedMips=0,MipGenSettings=TMGS_SimpleAverage) |
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[TextureStreaming] | |
PoolSizeVRAMPercentage=0 | |
[/Script/Engine.RendererSettings] | |
r.MaxAnisotropy=16 | |
r.MotionBlurQuality=0 | |
r.SceneColorFringeQuality=0 | |
r.Tonemapper.GrainQuantization=0 | |
r.TemporalAACurrentFrameWeight=0.1 | |
[/Script/Engine.RendererSettings] | |
r.Streaming.PoolSize=0 | |
r.MaxAnisotropy=16 | |
r.DepthOfFieldQuality=0 | |
r.LensFlareQuality=0 | |
r.MotionBlurQuality=0 | |
r.SceneColorFringeQuality=0 | |
r.Tonemapper.GrainQuantization=0 | |
r.Tonemapper.Quality=1 | |
r.Tonemapper.Sharpen=2 | |
r.ScreenPercentage=75 | |
r.TemporalAA.Upsampling=1 | |
r.TemporalAACurrentFrameWeight=0.5 | |
[/Script/Engine.RendererOverrideSettings] | |
r.MaxAnisotropy=16 | |
r.DepthOfFieldQuality=0 | |
r.LensFlareQuality=0 | |
r.MotionBlurQuality=0 | |
r.SceneColorFringeQuality=0 | |
r.ScreenPercentage=75 | |
r.TemporalAA.Upsampling=1 | |
r.TemporalAACurrentFrameWeight=0.5 | |
[SystemSettings] | |
r.MaxAnisotropy=16 | |
r.DepthOfFieldQuality=0 | |
r.LensFlareQuality=0 | |
r.MotionBlurQuality=0 | |
r.SceneColorFringeQuality=0 | |
r.ScreenPercentage=75 | |
r.TemporalAA.Upsampling=1 | |
r.TemporalAACurrentFrameWeight=0.5 | |
r.PostProcessAAQuality=4 | |
r.TemporalAASamples=8 | |
r.TemporalAA.Algorithm=1 | |
r.Tonemapper.Quality=1 | |
r.Tonemapper.Sharpen=2 | |
r.ViewDistanceScale=10 | |
foliage.LODDistanceScale=10 | |
r.StaticMeshLODDistanceScale=0.1 | |
r.SkeletalMeshLODBias=-5 | |
r.LandscapeLODBias=-5 | |
r.Shadow.DistanceScale=2 | |
r.Shadow.MaxCSMResolution=8192 | |
r.Streaming.FullyLoadUsedTextures=1 |
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r.ShadowQuality=0 ;no shadows | |
r.AmbientOcclusionLevels=0 ;no AO | |
r.SSR=0 ;no Screen Space Reflections | |
r.Fog=0 ;no fog | |
r.LightShaftQuality ;no light shafts |
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[SystemSettings] | |
r.MaxAnisotropy=2 | |
r.DepthOfFieldQuality=0 | |
r.LensFlareQuality=0 | |
r.MotionBlurQuality=0 | |
r.SceneColorFringeQuality=0 | |
r.PostProcessAAQuality=0 | |
r.Tonemapper.Quality=0 | |
r.Fog=0 | |
r.SSR=0 | |
r.AmbientOcclusionLevels=0 | |
r.ShadowQuality=0 | |
r.BloomQuality=0 | |
r.MipMapLODBias=2 | |
r.LandscapeLODBias=2 | |
r.StaticMeshLODDistanceScale=2 | |
r.ViewDistanceScale=0.6 | |
foliage.LODDistanceScale=0.6 | |
[TextureStreaming] | |
r.Streaming.PoolSize=2048 |
r.TemporalAA.Algorithm
- 0 = Gen 4 TAAU (Default)
- 1 = Gen 5 TAAU
r.TemporalAA.Upsampling
- 0 = Spatial (Default)
- 1 = Spatial & Temporal
r.TemporalAA.HistoryScreenPercentage
- 100 = 100%, Standard Resolution Temporal AA
- 200 = 200%, SuperSampled Temporal AA
r.TemporalAACurrentFrameWeight
- 0.04 (Default)
Weight of current frame's contribution to the history.
Low values cause blurriness and ghosting.
High values are sharper but fail to hide jittering/aliasing.
r.TemporalAAFilterSize
- Size of the filter kernel. (1.0 = smoother, 0.0 = sharper but aliased).
r.TemporalAASamples
- Number of jittered positions for temporal AA (4, 8=default, 16, 32, 64).
r.VertexDeformationOutputsVelocity
- Enables materials with World Position Offset and/or World Displacement to output velocities during velocity pass even when the actor has not moved. This incurs a performance cost and can be quite significant if many objects are using WPO, such as a forest of trees - in that case consider
r.BasePassOutputsVelocity
instead.
r.BasePassOutputsVelocity
- Enables rendering WPO velocities on the base pass.
- 0: Renders in a separate pass/rendertarget, all movable static meshes + dynamic.
- 1: Renders during the regular base pass adding an extra GBuffer, but allowing motion blur on materials with Time-based WPO
r.BasePassForceOutputsVelocity
- Force the base pass to compute motion vector, regardless of FPrimitiveUniformShaderParameters.
- 0: Disabled (default)
- 1: Enabled
r.DefaultFeature.AntiAliasing=2
r.PostProcessAAQuality=6
r.TemporalAA.Algorithm=1
r.TemporalAA.Upsampling=1
r.TemporalAA.R11G11B10History=1
r.TemporalAA.HistoryScreenPercentage=200
r.TemporalAACurrentFrameWeight=0.05
r.TemporalAAFilterSize=1.0
r.TemporalAASamples=8
r.TemporalAACatmullRom=0
r.BasePassOutputsVelocity=1
r.BasePassForceOutputsVelocity=1
r.D3D11.UseAllowTearing=1
r.D3D12.UseAllowTearing=1
r.AMDD3D11MultiThreadedDevice=true
r.Streaming.Boost=1
r.Streaming.HLODStrategy=0
r.Streaming.LimitPoolSizeToVRAM=0
r.Streaming.MipBias=0
r.Streaming.PoolSize=8192
r.Streaming.PoolSizeForMeshes=-1
r.Streaming.UseAllMips=1
r.Streaming.MaxTempMemoryAllowed=100
r.RenderTargetPoolMin=1000
Game launch options, to partial fix animation stutters:
-usefixedtimestep -fps 60
[SystemSettings]
r.Streaming.PoolSize=8192
r.Streaming.MaxTempMemoryAllowed=100 ; The default value is 50
r.RenderTargetPoolMin=1000 ; 1000 for Chinematic, 400 for Epic
r.MaxAnisotropy=16
r.MipMapLODBias=-1
r.DepthOfFieldQuality=0
r.LensFlareQuality=0
r.MotionBlurQuality=0
r.SceneColorFringeQuality=0
r.Tonemapper.Quality=1
r.Tonemapper.Sharpen=1
r.Tonemapper.GrainQuantization=0
r.HZBOcclusion=2 ; 0 = GPU Driver culling, 2 = Force Unreal culling, which is less noticeable
r.AmbientOcclusionLevels=1
r.AmbientOcclusionMaxQuality=100
r.AmbientOcclusionMipLevelFactor=0.4
r.AmbientOcclusionRadiusScale=1.0
r.SSR.Quality=3
r.SSR.MaxRoughness=0.8
r.VolumetricFog=1
r.VolumetricFog.GridPixelSize=8 ; A value of 16 is sometimes a good speedup
r.VolumetricFog.GridSizeZ=128
r.VolumetricFog.HistoryMissSupersampleCount=4
r.SSGI.Enable=0
r.SSGI.HalfRes=1
r.SSGI.LeakFreeReprojection=1
r.SSGI.Quality=4
r.ShadowQuality=5
r.Shadow.CSM.MaxCascades=6 ; Should be at least 4
r.Shadow.MaxResolution=2048
r.Shadow.MaxCSMResolution=2048
r.Shadow.RadiusThreshold=0.01
r.Shadow.DistanceScale=1.0
r.Shadow.CSM.TransitionScale=1.0
r.Shadow.PreShadowResolutionFactor=1.0
r.StaticMeshLODDistanceScale=0.2
r.FinishCurrentFrame=0 ; A value of 1 limits rhi.MaximumFrameLatency to 1
r.OneFrameThreadLag=1
rhi.SyncInterval=0
r.GTSyncType=0
r.Vsync=0
t.MaxFPS=0
rhi.SyncInterval=1
r.GTSyncType=2
r.Vsync=1
rhi.SyncSlackMS=10 ; The default value is 10
How to mod Unreal Engine 4+ Games:
Software needed:
- Open games .pak file with FModel
- Look for "Engine > Config" and "GameName > Config"
- Right-click on "Config" folder -> Export Folder's Packages Raw Data
- Copy the configs from the exported location into the folder with RePak.exe
- Make sure to follow the filepath structure in step 2, or what ever the game is using
- Edit configs
- Convert folder to .pak with the following command:
repak pack "FolderName"
- Rename newly created file to FIX.pak
- Go to "GameName > Content > Paks" and create a folder named "~mods"
- Copy FIX.pak into the ~mods folder
- Install UE4SS or UUU to access the ingame command console
- Check ingame for the changed variables with the command console, to make sure they were applied correctly
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accurate velocities from vertex deformation
https://andrewdowell.blogspot.com/2018/06/accurate-velocities-from-vertex.html
console commands
https://digilander.libero.it/ZioYuri78/
TAA stuff
https://forums.unrealengine.com/t/sharp-temporal-aa/82900
https://forums.unrealengine.com/t/gen-5-temporal-anti-aliasing/152107
https://gpuopen.com/learn/ue-fsr2/