[SystemSettings] r.bForceCPUAccessToGPUSkinVerts=True r.GTSyncType=2 *** Sync to the GPU swap chain flip ** r.OneFrameThreadLag=1 r.FinishCurrentFrame=0 r.ScreenPercentage=100 r.DynamicRes.OperationMode=0 r.DynamicRes.MinScreenPercentage=100 r.DynamicRes.MaxScreenPercentage=100 RHI.SyncWithDWM=1 D3D12.SyncWithDWM=1 r.VSync=1 r.FullScreenMode=0 r.TextureStreaming=1 r.Streaming.PoolSize=2048 # 6GB 2048/8GB 3072/12GB 4096/5120 r.Streaming.LimitPoolSizeToVRAM=1 r.Streaming.HLODStrategy=0 # 2/1 (options) ***RAM +300, FPS -3, 0 FASTEST/SMOOTHEST*** r.Streaming.MaxTempMemoryAllowed=512 # 256/512*/1024*/2048/100000 (options) r.Streaming.Boost=1 r.Streaming.MipBias=0 r.Streaming.MinMipForSplitRequest=10 # 0 ***GPU HEAVY?*** loads all mips, 1 load visible mips first r.Streaming.HiddenPrimitiveScale=1 r.DetailMode=2 r.Streaming.FullyLoadUsedTextures=0 r.Streaming.DefragDynamicBounds=1 r.Streaming.UseBackgroundThreadPool=1 r.Streaming.FramesForFullUpdate=5 s.LevelStreamingComponentsUnregistrationGranularity=10 s.LevelStreamingComponentsRegistrationGranularity=50 r.Streaming.NumStaticComponentsProcessedPerFrame=500 s.AsyncLoadingTimeLimit=2 s.PriorityAsyncLoadingExtraTime=1 s.UnregisterComponentsTimeLimit=2 s.LevelStreamingActorsUpdateTimeLimit=2 s.PriorityLevelStreamingActorsUpdateExtraTime=1 r.Tonemapper.Quality=1 r.Tonemapper.GrainQuantization=0 # disable film grain r.TonemapperGamma=1.5 ; enable tonemapper gamma (improved s-curve to linear gamma by default), 0-(reverts to linear gamma) r.Color.Mid=0.7 ; added to counteract a slightly lower tonemappergamma value, improves colors (less "washed-out") r.TonemapperFilm=1 # set to 0 if colors are weird gc.TimeBetweenPurgingPendingKillObjects=180 gc.NumRetriesBeforeForcingGC=5 gc.MinDesiredObjectsPerSubTask=20 s.ForceGCAfterLevelStreamedOut=0 s.ContinuouslyIncrementalGCWhileLevelsPendingPurge=0 r.ForceAllCoresForShaderCompiling=1 r.ShaderPipelineCache.BatchTime=2 r.ShaderPipelineCache.BackgroundBatchTime=0 s.IoDispatcherCacheSizeMB=256 r.AOComputeShaderNormalCalculation=1 D3D12.ForceThirtyHz=0 r.AllowOcclusionQueries=1 r.OcclusionCullParallelPrimFetch=1 D3D12.InsertOuterOcclusionQuery=1 D3D12.ResidencyManagement=1 D3D12.StablePowerState=0 D3D12.TexturePoolOnlyAccountStreamableTexture=1 D3D12.UseUpdateTexture3DComputeShader=1 D3D12.ZeroBufferSizeInMB=64 D3D12.AsyncDeferredDeletion=1 r.RHICmdSpewParallelListBalance=0 r.RHICmdBypass=0 r.RHICmdShadowDeferredContexts=1 r.RHICmdMergeSmallDeferredContexts=1 r.RHICmdBalanceParallelLists=1 ** 2 might be better but need testing ** r.RHICmdBalanceTranslatesAfterTasks=1 ** disabled by r.RHICmdBalanceParallelLists ** r.RHICmdCollectRHIThreadStatsFromHighLevel=0 r.RHICmdDeferSkeletalLockAndFillToRHIThread=1 ** experimental** r.RHICmdWidth=12 rhi.SyncInterval=1 rhi.SyncSlackMS=0 ** raise to 10 in case of hitches, tune it as needed ** r.D3D12.ExecuteCommandListTask=0 r.RHICmdBufferWriteLocks=0 ** disabled, it should only used in debugging mode ** r.RHICmdUseThread=1 ** use a separate thread for RHICmdList ** r.RHICmdAsyncRHIThreadDispatch=1 r.DiscardUnusedQuality=1 ** need more testing, but suppose to discard unused mips quality on load ** r.D3D.ForceDXC=1 r.D3D.ForceShaderConductorDXCRewrite=1 r.LODFadeTime=0.200 r.SubsurfaceScattering=1 r.SSS.Scale=2.5 # 2.5/1.5/1.1/1 (options) ***GPU HEAVY*** r.SSS.Filter=2 r.SSS.Quality=1 r.SSS.SampleSet=2 r.SSS.Checkerboard=0 r.SSS.HalfRes=0 r.SubsurfaceQuality=1 # (N/A) r.SSS.Burley.NumSamplesOverride=0 # (N/A) r.SSS.Burley.Quality=0 # (N/A) r.SSS.Burley.BilateralFilterKernelFunctionType=1 # (N/A) r.PostProcessAAQuality=6 r.DefaultFeature.AntiAliasing=2 r.TemporalAASamples=2 r.TemporalAAPauseCorrect=1 r.TemporalAACurrentFrameWeight=0.1 r.TemporalAAFilterSize=0.5 r.TemporalAASharpness=0.8 r.Tonemapper.Sharpen=1 r.Jittering=1 r.MaxQualityMode=1 r.MaxAnisotropy=16 r.Filter.LoopMode=0 r.DefaultFeature.MotionBlur=0 r.MotionBlur.Max=0 ; Sets motion blur amount r.MotionBlurQuality=0 r.DefaultFeature.AutoExposure=0 r.DefaultFeature.LensFlare=0 r.DepthOfField=0 r.GaussianDOF=0 r.DepthOfField.FarBlur=0 r.DepthOfFieldQuality=0 r.DOF.Kernel.MaxBackgroundRadius=0.0000 r.SceneColorFringe.Max=0 r.SceneColorFringeQuality=0 ; disables chromatic aberration r.PostProcessing.PropagateAlpha=0 ; "scene alpha channel support in the post processing" r.GBufferFormat=1 ; higher-precision GBuffer r.Filter.SizeScale=1 ; scale up sample count for bloom/DOF r.EmitterSpawnRateScale=2 ; double the emitter/particle count r.DFFullResolution=1 ; "full resolution distance field shadowing" r.SceneColorFormat=4 [ConsoleVariables] AllowAsyncRenderThreadUpdates=1 AllowAsyncRenderThreadUpdatesDuringGamethreadUpdates=1 AllowAsyncRenderThreadUpdatesEditor=1 [/script/engine.inputsettings] bEnableMouseSmoothing=False