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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.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.AmbientOcclusion.Compute
- 0: PixelShader (default)
- 1: Use ComputeShader if possible, otherwise fall back to '0'
r.PostProcessing.PreferCompute
- Will use compute shaders for post processing where implemented.
r.D3D11.UseAllowTearing=1
r.D3D12.UseAllowTearing=1
r.AMDD3D11MultiThreadedDevice=true
rhi.SyncInterval=1
r.GTSyncType=2
r.OneFrameThreadLag=1
r.Vsync=1
rhi.SyncSlackMS=0
r.MipMapLODBias=-0.5
r.HZBOcclusion=2 ; 0 = GPU Driver culling, 2 = Force UE culling
r.FinishCurrentFrame=0 ; A value of 1 limits rhi.MaximumFrameLatency to 1.
r.TextureStreaming=1
r.Streaming.Boost=1
r.Streaming.DropMips=0
r.Streaming.HLODStrategy=0
r.Streaming.MipBias=0
r.Streaming.UseAllMips=1
r.Streaming.UseFixedPoolSize=1
r.Streaming.PoolSize=0
r.Streaming.PoolSizeForMeshes=0
r.Streaming.FullyLoadUsedTextures=1
r.Streaming.LimitPoolSizeToVRAM=0
r.Streaming.PoolSize.VRAMPercentageClamp=1024
PoolSizeVRAMPercentage=0
D3D11.ZeroBufferSizeInMB=64
D3D12.ZeroBufferSizeInMB=64
Game launch options, to partial fix animation stutters:
-usefixedtimestep -fps 60
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r.TemporalAA.Algorithm
r.TemporalAA.Upsampling
r.TemporalAA.HistoryScreenPercentage
r.TemporalAACurrentFrameWeight
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
r.TemporalAASamples
r.VertexDeformationOutputsVelocity
r.BasePassOutputsVelocity
instead.r.BasePassOutputsVelocity
r.BasePassForceOutputsVelocity