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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.HistoryScreenPercentage=200
r.TemporalAACurrentFrameWeight=0.08
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.MaximumFrameLatency=4
rhi.SyncInterval=1
rhi.SyncSlackMS=8
r.GTSyncType=2
r.OneFrameThreadLag=1
r.Vsync=1
r.HZBOcclusion=2
r.FinishCurrentFrame=1
r.Streaming.UseFixedPoolSize=1
r.Streaming.PoolSize=0
r.Streaming.PoolSizeForMeshes=0
r.Streaming.FullyLoadUsedTextures=1
r.Streaming.LimitPoolSizeToVRAM=0
PoolSizeVRAMPercentage=0
D3D11.ZeroBufferSizeInMB=128
D3D12.ZeroBufferSizeInMB=128
Game launch options, to partial fix animation stutters:
-usefixedtimestep -fps 60
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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/