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@lextra2
Last active January 4, 2025 19:33
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Unreal Engine 4
[/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)
[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
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
[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
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lextra2 commented Apr 22, 2022

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

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lextra2 commented Oct 23, 2022

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lextra2 commented Sep 17, 2024

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

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lextra2 commented Sep 17, 2024

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.

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lextra2 commented Sep 19, 2024

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

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lextra2 commented Oct 13, 2024

Game launch options, to partial fix animation stutters:

-usefixedtimestep -fps 60

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