*updated 1/10/2022~~~
*for UE4 games for reference/customization/optimization/learning
*ciscord link discord.gg/vB8f4fZ7EH
*always testing stuff contact me twitch.tv/smoothschannel or discord
*my config is trying to be quality and perform well for any UE4 game, it might not be perfectly optimal for a specific game
-----------------------------------------------------------------
-------------------------Open Engine.ini-------------------------
-----------------------------------------------------------------
Press: Windows key + R
Copy/Paste: %localappdata%/SquadGame/Saved/Config/WindowsNoEditor/Engine.ini
Copy/Paste: %localappdata%/GroundBranch/Saved/Config/WindowsNoEditor/Engine.ini
Copy/Paste: %localappdata%/BendGame/Saved/Config/WindowsNoEditor/Engine.ini
Copy/Paste: %localappdata%/ReadyOrNot/Saved/Config/WindowsNoEditor/Engine.ini
*copy and paste this in engine.ini under lines in the file
[Core.Log]
Global=off;
[Audio]
MaxChannels=64;--------------------------32 48 64 96 128 lower for PERFORMANCE
CommonAudioPoolSize=0;--------------------------default 0
UnfocusedVolumeMultiplier=1;
[/Script/Engine.Engine]
bSmoothFrameRate=0;
bPauseOnLossOfFocus=0;
bUseFixedFrameRate=0;
DisplayGamma=2.2;
[TextureStreaming]
PoolSizeVRAMPercentage=70;--------------------------TEXTUREPOOL CACHE
[SystemSettings]
AllowAsyncRenderThreadUpdates=1;
AllowAsyncRenderThreadUpdatesDuringGamethreadUpdates=1;
r.ShaderDevelopmentMode=0;
r.Shaders.Optimize=1;
r.Shaders.FastMath=1;
au.RenderThreadPriority=0;--------------------------TEST 0 for PERFORMANCE default 3
AudioThread.EnableBatchProcessing=1;--------------------------TEST
AudioThread.BatchAsyncBatchSize=128;--------------------------TEST
r.Atmosphere=1;
r.VSync=0;
r.AllowHDR=0;
r.HDR.EnableHDROutput=0;
r.GPUCrashDebugging=0;
r.gpucrash.collectionenable=0;
r.AsyncPipelineCompile=1;
r.CompileShadersForDevelopment=0;--------------------------default 1
r.CreateShadersOnLoad=0;--------------------------TEST
r.EarlyZPass=2;--------------------------default 3
r.EarlyZPassMovable=1;
r.EarlyZPassOnlyMaterialMasking=1;
r.DBuffer=1;--------------------------DECAL METERIAL BLEND MODES 0 for PERFORMANCE default 1
r.FinishCurrentFrame=0;
r.GTSyncType=0;
RHI.SyncInterval=0;
RHI.SyncSlackMS=0;
r.UniformBufferPooling=1;
r.DrawRectangleOptimization=1;--------------------------default 1
r.AlsoUseSphereForFrustumCull=1;--------------------------TEST 1 for PERFORMANCE
r.DoInitViewsLightingAfterPrepass=0;--------------------------TEST 1 is EXPERIMENTAL
r.DoLazyStaticMeshUpdate=0;--------------------------1 is EXPERIMENTAL MESHES FLICKER ON 1
r.DeferUniformBufferUpdatesUntilVisible=1;--------------------------TEST
r.DeferUniformExpressionCaching=1;--------------------------TEST
r.DeferSkeletalDynamicDataUpdateUntilGDME=0;--------------------------TEST 1 is EXPERIMENTAL
r.DiscardUnusedQuality=0;--------------------------1 CRASHES GAMES default 0
r.RenderTargetPool.TransientAliasingMode=0;--------------------------TEST
r.RenderTargetPool.AllowMultipleAliasingDiscardsPerFrame=0;--------------------------TEST
r.MorphTarget.Mode=1;--------------------------0 CPU METHOD 1 GPU METHOD default 1
r.VertexFoggingForOpaque=1;
r.GenerateMeshDistanceFields=1;--------------------------0 for PERFORMANCE
r.DistanceFields.ForceMaxAtlasSize=1;
r.DoPrepareDistanceFieldSceneAfterRHIFlush=1;--------------------------TEST
r.NormalMapsForStaticLighting=0;
r.GenerateLandscapeGIData=0;--------------------------0 for PERFORMANCE
r.AllowGlobalClipPlane=0;
r.HZBOcclusion=0;--------------------------OCCLUSION CULLING ALGORITHM default 1
r.AllowOcclusionQueries=1;
r.OneFrameThreadLag=1;--------------------------1 GAME SYNC WITH RENDER THREAD
r.AllowSubPrimitiveQueries=1;
r.SceneColorFormat=4;--------------------------3 for PERFORMANCE default 4
r.DefaultBackBufferPixelFormat=4;--------------------------default 4
r.ClearSceneMethod=1;
r.ClearWithExcludeRects=2;--------------------------default 2
r.GBufferFormat=1;--------------------------default 1
r.ClearCoatNormal=0;--------------------------0 for PERFORMANCE
Compat.UseDXT5NormalMaps=0;
r.FreeSkeletalMeshBuffers=0;--------------------------TEST default 0
r.GPUSkin.Limit2BoneInfluences=0;--------------------------TEST default 0
r.MinScreenRadiusForLights=0.03;--------------------------TEST 0.03 for PERFORMANCE default 0.03
r.MinScreenRadiusForDepthPrepass=0.03;--------------------------default 0.03
r.MinScreenRadiusForCSMDepth=0.03;
r.SupportAllShaderPermutations=0;--------------------------TEST
r.SupportStationarySkylight=1;--------------------------default 1
r.SupportPointLightWholeSceneShadows=1;--------------------------TEST default 1
r.SupportAtmosphericFog=1;--------------------------default 1
r.SupportSkyAtmosphere=1;--------------------------default 1
r.SupportSkyAtmosphereAffectsHeightFog=0;--------------------------TEST default 0
r.SupportSimpleForwardShading=0;
r.SupportMaterialLayers=1;
r.SupportReversedIndexBuffers=1;--------------------------TEST
r.DefaultFeature.AutoExposure=1;--------------------------TEST
r.DefaultFeature.AutoExposure.Method=1;--------------------------TEST
r.DefaultFeature.AUtoExposure.Bias=0;--------------------------TEST default 1
r.SkyLightingQuality=1;
r.SkylightIntensityMultiplier=0.5;--------------------------TEST SKYLIGHT INTENSITY
r.SkyLight.RealTimeReflectionCapture=0;--------------------------TEST
r.LightFunctionQuality=1;--------------------------0 or 1 for PERFORMANCE default 2
r.LightingDetailMode=100;--------------------------50 or 100 for PERFORMANCE default 150
r.LightMaxDrawDistanceScale=1;--------------------------DYNAMIC LIGHTS LOD SCALE 0 or 0.6 for PERFORMANCE
r.MipMapLODBias=0;--------------------------LODS
r.LandscapeLODBias=0;
r.SkeletalMeshLODBias=0;
r.ParticleLODBias=-1;
r.LandscapeLODDistributionScale=1;--------------------------default 1
r.LandscapeLOD0DistributionScale=1;--------------------------default 1
r.ViewDistanceScale=1;--------------------------VIEW DISTANCE 0.8 for PERFORMANCE default 1
r.ViewDistanceScale.FieldOfViewAffectsHLOD=0;
r.SkeletalMeshLODRadiusScale=1;--------------------------lower for QUALITY 0.25-1 default 1
r.StaticMeshLODDistanceScale=1;--------------------------1.5 for PERFORMANCE default 1
r.SplineMesh.NoRecreateProxy=1;
r.TextureStreaming=1;--------------------------TEXTURE STREAMING
r.Streaming.MipBias=0;
r.Streaming.UseFixedPoolSize=0;
r.Streaming.LimitPoolSizeToVRAM=1;
r.Streaming.PoolSize=1536;
r.RenderTargetPoolMin=512;--------------------------TEST
r.Streaming.MaxTempMemoryAllowed=50;--------------------------TEST
r.Streaming.PoolSize.VRAMPercentageClamp=1024;
r.Streaming.UseAllMips=0;
r.Streaming.MaxEffectiveScreenSize=0;
r.Streaming.Boost=1;
r.Streaming.UsePerTextureBias=1;
r.Streaming.AmortizeCPUToGPUCopy=0;--------------------------TEST
r.Streaming.MaxNumTexturesToStreamPerFrame=0;--------------------------TEST
r.Streaming.FramesForFullUpdate=10;
r.Streaming.NumStaticComponentsProcessedPerFrame=50;
r.Streaming.FullyLoadUsedTextures=0;
r.Streaming.DefragDynamicBounds=1;
r.Streaming.ScaleTexturesByGlobalMyBias=1;
r.Streaming.HiddenPrimitiveScale=0.5;--------------------------default 0.5
r.Streaming.UseNewMetrics=1;
r.Streaming.MinMipForSplitRequest=1;
r.Streaming.UseMaterialData=1;
r.DistanceFieldAO=0;--------------------------DFAO 0 for PERFORMANCE
r.AOQuality=1;--------------------------1 for PERFORMANCE 0 off default 2
r.AOGlobalDistanceField=1;
r.AOGlobalDistanceFieldCacheMostlyStaticSeparately=1;
r.AOHeightfieldOcclusion=0;
r.AOSpecularOcclusionMode=1;--------------------------TEST default 0
r.ShadowQuality=3;--------------------------SHADOWS
r.Shadow.FilterMethod=0;
r.Shadow.MaxResolution=1024;
r.Shadow.MaxCSMResolution=2048;
r.Shadow.CSM.MaxCascades=3;--------------------------TEST 1 or 2 for PERFORMANCE
r.Shadow.CSM.TransitionScale=1.5;--------------------------default 1
r.Shadow.SpotLightTransitionScale=128;--------------------------TEST default 60
r.Shadow.RadiusThreshold=0.03;--------------------------0.03 for PERFORMANCE default 0.03
r.Shadow.DistanceScale=1;--------------------------0.6 for PERFORMANCE
r.Shadow.CachedShadowsCastFromMovablePrimitives=1;--------------------------0 for PERFORMANCE
r.Shadow.CacheWholeSceneShadows=1;
r.ContactShadows=0;--------------------------0 for PERFORMANCE
r.ContactShadows.NonShadowCastingIntensity=0.2;
r.CapsuleShadows=0;--------------------------0 for PERFORMANCE
r.AllowLandscapeShadows=1;--------------------------LANDSCAPE SHADOWS 0 for PERFORMANCE
r.DistanceFieldShadowing=1;--------------------------DISTANCE FIELD SHADOWING 0 for PERFORMANCE
r.DFShadowQuality=3;--------------------------1 for PERFORMANCE 0 off default 3
r.Shadow.MaxNumFarShadowCascades=0;--------------------------0 for PERFORMANCE
r.DFFullResolution=0;--------------------------0 for PERFORMANCE
r.DFShadowScatterTileCulling=1;--------------------------1 is OPTIMAL
r.DFTwoSidedMeshDistanceBias=3;
r.DFDistanceScale=1;--------------------------default 1
r.Tonemapper.Quality=2;
r.Tonemapper.GrainQuantization=1;--------------------------FIGHTS 8 BIT COLOR BANDING default 1
r.Tonemapper.Sharpen=0;
r.Tonemapper.EmulateHDR=0;
r.TonemapperGamma=0;
ShowFlag.Vignette=0;
ShowFlag.Grain=0;
r.MinRoughnessOverride=0.2;--------------------------0 with TAA 0.2 without TAA
r.DefaultFeature.AntiAliasing=1;--------------------------1 FXAA 2 TAA 3 MSAA 0 off
r.PostProcessAAQuality=1;--------------------------1 to 2 FXAA 3-4 TAA 0 off
r.MSAACount=0;
r.TemporalAASamples=4;
r.TemporalAACurrentFrameWeight=0.5;
r.TemporalAA.R11G11B10History=0;--------------------------1 is EXPERIMENTAL
r.TemporalAA.Algorithm=0;--------------------------GEN 5 TAA 0 for PERFORMANCE
r.TemporalAA.Upsampling=1;--------------------------TAAU
r.TemporalAAUpsampleFiltered=1;
r.TemporalAAFilterSize=0.5;
r.ScreenPercentage=100;--------------------------INPUT RESOLUTION PERCENTAGE for TAAU
r.SecondaryScreenPercentage.GameViewport=0;
r.SceneRenderTargetResizeMethodForceOverride=1;
r.SceneRenderTargetResizeMethod=0;--------------------------default 0
r.SceneCaptureResizeMethod=0;--------------------------default 0
r.EnableAsyncComputeTranslucencyLightingVolumeClear=1;--------------------------TEST
r.AllowDownsampledStandardTranslucency=0;--------------------------TEST default 0
r.TranslucencyLightingVolume=1;--------------------------LIT TRANSLUCENCY
r.TranslucencyVolumeBlur=1;
r.TranslucencyLightingVolumeDim=48;--------------------------default 64
p.BatchPhysXTasksSize=2;--------------------------TEST default 3
p.ClothPhysics=1;--------------------------0 for PERFORMANCE default 1
p.ClothPhysics.UseTaskThread=1;--------------------------default 1
p.AllowCachedOverlaps=1;--------------------------default 1
p.AnimDynamics=1;--------------------------0 for PERFORMANCE
p.AnimDynamicsWind=1;--------------------------0 for PERFORMANCE
p.AnimDynamicsAdaptiveSubstep=0;--------------------------TEST
p.AnimDynamicsRestrictLOD=-1;--------------------------TEST default -1
p.AnimDynamicsLODThreshold=0;--------------------------TEST 0 for PERORMANCE default -1
p.RigidBodyLODThreshold=0;--------------------------TEST 0 for PERORMANCE default -1
r.SeparateTranslucency=1;--------------------------default 1
r.TranslucentSortPolicy=0;
r.AmbientOcclusionLevels=1;--------------------------SSAO 0 for PERFORMANCE 0 off
r.DefaultFeature.AmbientOcclusionStaticFraction=0;--------------------------0 for PERFORMANCE
r.AmbientOcclusionStaticFraction=0;--------------------------0 for PERFORMANCE
r.AmbientOcclusionMipLevelFactor=0.5;--------------------------default 0.5
r.AmbientOcclusionMaxQuality=100;
r.AmbientOcclusionSampleSetQuality=-1;
r.AmbientOcclusion.Compute=1;--------------------------TEST 1 for PERFORMANCE
r.AmbientOcclusion.Compute.Smooth=0;
r.AmbientOcclusionRadiusScale=0;
r.LightShaftQuality=1;--------------------------LIGHT SHAFTS 0 for PERFORMANCE
r.LightShaftDownSampleFactor=2;
r.LightShaftFirstPassDistance=0.1;
r.LightShaftBlurPasses=3;
r.LightShaftNumSamples=12;
r.LightShaftRenderToSeparateTranslucency=0;
r.Fog=1;
r.VolumetricFog=0;--------------------------0 for PERFORMANCE
r.VolumetricFog.GridPixelSize=32;
r.VolumetricFog.GridSizeZ=64;
r.VolumetricFog.HistoryWeight=0.9;
r.VolumetricFog.InjectShadowedLightsSeparately=0;
r.VolumetricFog.TemporalReprojection=1;
r.VolumetricFog.HistoryMissSupersampleCount=1;
r.VolumetricCloud.SkyAO=0;--------------------------TEST
r.VolumetricCloud.ShadowMap=0;--------------------------TEST
r.ReflectionEnvironment=1;--------------------------REFLECTION ENVIRONMENT 0 for PERFORMANCE
r.chaos.ReflectionCaptureStaticSceneOnly=1;--------------------------1 for PERFORMANCE default 1
r.ReflectionCaptureGPUArrayCopy=1;
r.ReflectionCaptureResolution=128;--------------------------default 128
r.ReflectionEnvironmentLightmapMixing=1;
r.DoTiledReflections=1;--------------------------TILED REFLECTION default 1
r.TiledDeferredShading=1;--------------------------TILED DEFERRED SHADING 0 for PERFORMANCE
r.TiledDeferredShading.MinimumCount=80;--------------------------default 80
r.SSR.Quality=0;--------------------------SSR 0 for PERFORMANCE
r.SSR.HalfResSceneColor=0;--------------------------1 for PERFORMANCE
r.SSR.MaxRoughness=0.8;
r.SSGI.Enable=0;
r.SSGI.Quality=0;--------------------------SSGI
r.SSGI.HalfRes=0;--------------------------1 for PERFORMANCE
r.SSGI.LeakFreeReprojection=0;--------------------------default 0
r.SubsurfaceScattering=1;--------------------------SSS 0 for PERFORMANCE
r.SSS.Scale=1;--------------------------default 1
r.SSS.SampleSet=0;--------------------------0 for PERFORMANCE default 2
r.SSS.Quality=0;--------------------------default 0
r.SSS.HalfRes=0;--------------------------1 for PERFORMANCE
r.SSS.Filter=1;
r.SSS.Checkerboard=1;
r.ParticleLightQuality=1;--------------------------PARTICLES 0 or 1 for PERFORMANCE
r.ParticleMinTimeBetweenTicks=10;
r.EmitterSpawnRateScale=0.5;--------------------------0.25 or 0.5 for PERFORMANCE
FX.QualityLevelSpawnRateScaleReferenceLevel=2;--------------------------TEST 0 or 1 for PERFORMANCE default 2
FX.BatchAsync=1;--------------------------TEST
FX.BatchAsyncBatchSize=32;--------------------------default 32
FX.AllowAsyncTick=1;
FX.EarlyScheduleAsync=0;--------------------------TEST
FX.AllowCulling=1;
FX.FXAllowParticleMeshLODs=1;--------------------------TEST default 0
r.MaxAnisotropy=8;
r.TessellationAdaptivePixelsPerTriangle=9999999;--------------------------9999999 for PERFORMANCE default 48
r.MaterialQualityLevel=1;--------------------------0 for PERFORMANCE
r.DetailMode=2;--------------------------TEST 0 or 1 for PERFORMANCE default 2
r.RefractionQuality=1;--------------------------0 or 1 for PERFORMANCE default 2
r.IrisNormal=1;--------------------------0 for PERFORMANCE
r.DepthOfFieldQuality=0;--------------------------DOF 0 for PERFORMANCE
r.Filter.SizeScale=1;--------------------------default 1
r.Filter.NewMethod=1;
r.Filter.LoopMode=0;
r.BloomQuality=3;--------------------------BLOOM
r.Bloom.HalfResolutionFFT=0;
r.Bloom.Cross=0;--------------------------use -0.7777 for ANAMORPHIC BLOOM default 0
r.MotionBlurQuality=0;
r.FastBlurThreshold=0;
r.LensFlareQuality=2;--------------------------LENS FLARES 0 for PERFORMANCE default 2
r.SceneColorFringeQuality=0;
r.SceneColorFringe.Max=-1;
r.Decal.FadeDurationScale=1;--------------------------0.6 for PERFORMANCE default 1
r.Decal.FadeScreenSizeMult=1;
r.Decal.StencilSizeThreshold=0.1;--------------------------default 0.1
grass.DensityScale=0.8;--------------------------0.6 for PERFORMANCE
grass.DisableDynamicShadows=1;--------------------------1 for PERFORMANCE
grass.TickInterval=5;
foliage.DensityScale=0.8;--------------------------0.6 for PERFORMANCE
foliage.LODDistanceScale=1;--------------------------1 for PERFORMANCE default 1
foliage.OverestimateLOD=1;--------------------------1 for PERFORMANCE default 0
foliage.RandomLODRange=0;
foliage.ASyncInstaneBufferConversion=1;
foliage.CullAll=0;
foliage.CullAllInVertexShader=0;
foliage.DisableCull=0;
foliage.DisableCullShadows=0;
foliage.DiscardDataOnLoad=0;
foliage.MinimumScreenSize=0.0001;--------------------------default 0.0001
foliage.MinVertsToSplitNode=8192;
foliage.DitheredLOD=1;
------------------------------------------------------------------------------------------------------
-------------------------The TAA settings i use Copy/Paste over or experiment-------------------------
------------------------------------------------------------------------------------------------------
r.MinRoughnessOverride=0;--------------------------0 with TAA 0.2 without TAA
r.DefaultFeature.AntiAliasing=2;--------------------------1 FXAA 2 TAA 3 MSAA 0 off
r.PostProcessAAQuality=3;--------------------------1 to 2 FXAA 3-4 TAA 0 off
r.MSAACount=0;
r.TemporalAASamples=4;
r.TemporalAACurrentFrameWeight=0.5;
r.TemporalAA.R11G11B10History=0;--------------------------1 is EXPERIMENTAL
r.TemporalAA.Algorithm=0;--------------------------GEN 5 TAA 0 for PERFORMANCE
r.TemporalAA.Upsampling=1;--------------------------TAAU
r.TemporalAAUpsampleFiltered=1;
r.TemporalAAFilterSize=0.5;
r.ScreenPercentage=100;--------------------------INPUT RESOLUTION PERCENTAGE for TAAU
----------------------------------------------------------------
-------------------------Open Input.ini-------------------------
----------------------------------------------------------------
%localappdata%/SquadGame/Saved/Config/WindowsNoEditor/Input.ini
%localappdata%/GroundBranch/Saved/Config/WindowsNoEditor/Input.ini
%localappdata%/ReadyOrNot/Saved/Config/WindowsNoEditor/Input.ini
*edit input commands or add them
[/Script/Engine.InputSettings]
bAltEnterTogglesFullscreen=1;
bF11TogglesFullscreen=0;
bEnableMouseSmoothing=0;
bViewAccelerationEnabled=0;
InitialButtonRepeatDelay=0.2;--------------------------TEST default 0.2
ButtonRepeatDelay=0.1;
DoubleClickTime=0.25;--------------------------TEST
---------------------------------------------------------------------------
-------------------------Open GameUserSettings.ini-------------------------
---------------------------------------------------------------------------
%localappdata%/SquadGame/Saved/Config/WindowsNoEditor/GameUserSettings.ini
%localappdata%/GroundBranch/Saved/Config/WindowsNoEditor/GameUserSettings.ini
%localappdata%/ReadyOrNot/Saved/Config/WindowsNoEditor/GameUserSettings.ini
*here are a few things to look for or tweak these overwrite engine.ini commands unfortunately
TextureStreamPoolSizeStorage=1536;--------------------------important for squad
ResolutionScaleModifier=1
DFAO=
DistanceFieldShadows=1
Gamma=2.2
bRTXEnabled=True
bRTXReflectionsEnabled=False
bRTXShadowsEnabled=False
bRTXAmbientOcclusionEnabled=False
DlssQualitySetting=1
bTelemetryEnabled=0
bUseVSync=0
DesiredScreenWidth=
DesiredScreenHeight=
FullscreenMode=0
HDRDisplayOutputNits=
bUseDynamicResolution=0
AudioQualityLevel=3
MaxFPS=163
FrameRateLimit=163
LastUserConfirmedFrameRateLimit=163
MenuFrameRateLimit=100
MaxAnisotropy=
ContactShadows=0
PostFX_Saturation=1.2
PostFX_Sharpness=0
OverrideOptions=(("r.somerandomcommand", (Value=0,bModified=True)),("r.someotherrandomcommand", (Value=0,bModified=False)));--------------------------if you want to override from GameUserSettings.ini
*set your scalability groups, 0=low/1=medium/2=high/3=epic/4=cinematic (4 gets clamped)
[ScalabilityGroups]
sg.ResolutionQuality=100.000000
sg.ViewDistanceQuality=3
sg.ViewDistanceQuality.NumLevels=3
sg.AntiAliasingQuality=3
sg.AntiAliasingQuality.NumLevels=3
sg.PostProcessQuality=3
sg.PostProcessQuality.NumLevels=3
sg.ShadowQuality=3
sg.ShadowQuality.NumLevels=3
sg.TextureQuality=3
sg.TextureQuality.NumLevels=3
sg.EffectsQuality=3
sg.EffectsQuality.NumLevels=3
sg.FoliageQuality=3
sg.FoliageQuality.NumLevels=3
sg.ShadingQuality=3
sg.ShadingQuality.NumLevels=3
sg.AnimationQuality=3
sg.AnimationQuality.NumLevels=3
-------------------------------------------------------------------------
-------------------------Open DeviceProfiles.ini-------------------------
-------------------------------------------------------------------------
%localappdata%/SquadGame/Saved/Config/WindowsNoEditor/DeviceProfiles.ini
%localappdata%/GroundBranch/Saved/Config/WindowsNoEditor/DeviceProfiles.ini
%localappdata%/ReadyOrNot/Saved/Config/WindowsNoEditor/DeviceProfiles.ini
*textures lods experiment for performance or just use the games defaults texture settings
[/Script/Engine.TextureLODSettings]
TextureLODGroups=(Group=TEXTUREGROUP_World,MinLODSize=256,MaxLODSize=4096,LODBias=0,MinMagFilter=aniso,MipFilter=point,MipGenSettings=TMGS_SimpleAverag,NumStreamedMips=-1)
TextureLODGroups=(Group=TEXTUREGROUP_WorldNormalMap,MinLODSize=256,MaxLODSize=4096,LODBias=0,MinMagFilter=aniso,MipFilter=point,MipGenSettings=TMGS_SimpleAverage,NumStreamedMips=-1)
TextureLODGroups=(Group=TEXTUREGROUP_WorldSpecular,MinLODSize=256,MaxLODSize=4096,LODBias=0,MinMagFilter=aniso,MipFilter=point,MipGenSettings=TMGS_SimpleAverage,NumStreamedMips=-1)
TextureLODGroups=(Group=TEXTUREGROUP_Character,MinLODSize=256,MaxLODSize=4096,LODBias=0,MinMagFilter=aniso,MipFilter=point,MipGenSettings=TMGS_SimpleAverage,NumStreamedMips=-1)
TextureLODGroups=(Group=TEXTUREGROUP_CharacterNormalMap,MinLODSize=256,MaxLODSize=4096,LODBias=0,MinMagFilter=aniso,MipFilter=point,MipGenSettings=TMGS_SimpleAverage,NumStreamedMips=-1)
TextureLODGroups=(Group=TEXTUREGROUP_CharacterSpecular,MinLODSize=256,MaxLODSize=4096,LODBias=0,MinMagFilter=aniso,MipFilter=point,MipGenSettings=TMGS_SimpleAverage,NumStreamedMips=-1)
TextureLODGroups=(Group=TEXTUREGROUP_Weapon,MinLODSize=256,MaxLODSize=4096,LODBias=0,MinMagFilter=aniso,MipFilter=point,MipGenSettings=TMGS_SimpleAverage,NumStreamedMips=-1)
TextureLODGroups=(Group=TEXTUREGROUP_WeaponNormalMap,MinLODSize=256,MaxLODSize=4096,LODBias=0,MinMagFilter=aniso,MipFilter=point,MipGenSettings=TMGS_SimpleAverage,NumStreamedMips=-1)
TextureLODGroups=(Group=TEXTUREGROUP_WeaponSpecular,MinLODSize=256,MaxLODSize=4096,LODBias=0,MinMagFilter=aniso,MipFilter=point,MipGenSettings=TMGS_SimpleAverage,NumStreamedMips=-1)
TextureLODGroups=(Group=TEXTUREGROUP_Vehicle,MinLODSize=256,MaxLODSize=4096,LODBias=0,MinMagFilter=aniso,MipFilter=point,MipGenSettings=TMGS_SimpleAverage,NumStreamedMips=-1)
TextureLODGroups=(Group=TEXTUREGROUP_VehicleNormalMap,MinLODSize=256,MaxLODSize=4096,LODBias=0,MinMagFilter=aniso,MipFilter=point,MipGenSettings=TMGS_SimpleAverage,NumStreamedMips=-1)
TextureLODGroups=(Group=TEXTUREGROUP_VehicleSpecular,MinLODSize=256,MaxLODSize=4096,LODBias=0,MinMagFilter=aniso,MipFilter=point,MipGenSettings=TMGS_SimpleAverage,NumStreamedMips=-1)
TextureLODGroups=(Group=TEXTUREGROUP_Effects,MinLODSize=1,MaxLODSize=1024,LODBias=0,MinMagFilter=linear,MipFilter=point,MipGenSettings=TMGS_SimpleAverage,NumStreamedMips=-1)
TextureLODGroups=(Group=TEXTUREGROUP_EffectsNotFiltered,MinLODSize=1,MaxLODSize=1024,LODBias=0,MinMagFilter=aniso,MipFilter=point,MipGenSettings=TMGS_SimpleAverage,NumStreamedMips=-1)
TextureLODGroups=(Group=TEXTUREGROUP_Skybox,MinLODSize=256,MaxLODSize=4096,LODBias=0,MinMagFilter=aniso,MipFilter=point,MipGenSettings=TMGS_SimpleAverage,NumStreamedMips=-1)
TextureLODGroups=(Group=TEXTUREGROUP_UI,MinLODSize=1,MaxLODSize=1024,LODBias=0,MinMagFilter=linear,MipFilter=point,MipGenSettings=TMGS_SimpleAverage,NumStreamedMips=-1)
TextureLODGroups=(Group=TEXTUREGROUP_Lightmap,MinLODSize=256,MaxLODSize=4096,LODBias=0,MinMagFilter=aniso,MipFilter=point,MipGenSettings=TMGS_SimpleAverage,NumStreamedMips=-1)
TextureLODGroups=(Group=TEXTUREGROUP_Shadowmap,MinLODSize=256,MaxLODSize=4096,LODBias=0,MinMagFilter=aniso,MipFilter=point,MipGenSettings=TMGS_SimpleAverage,NumStreamedMips=-1)
TextureLODGroups=(Group=TEXTUREGROUP_RenderTarget,MinLODSize=1,MaxLODSize=1024,LODBias=0,MinMagFilter=aniso,MipFilter=point,MipGenSettings=TMGS_SimpleAverage,NumStreamedMips=-1)
-------------------------------------------------------------------
-------------------------for NVIDIA users--------------------------
-------------------------------------------------------------------
Turn on Message-signaled interrupts (MSIs) (better than line based interrupt method)
Adjust image settings set to Performance and apply then Select Use the advanced 3D image settings and apply
In manage 3D settings:
Anisotropic filtering: Off for perf. App-controlled or force your own setting for quality
Low latency mode:
1. Off and ~85% gpu usage for most med-lower end systems (assuming you cap fps correctly)
2. On feels consistent (i use this and reflex in games that support it)
3. Ultra and relfex (in-game) feels good when gpu usage is ~97%
Power management mode: Prefer max performance (this is the "+ boost" in reflex + boost)
Preferred refresh rate: Highest available
Texture filtering - anisotropic sample optimization: on
Texture filtering - Negative LOD bias: Allow
Texture filtering quality: High performance
Vertical sync: Off
---------------------------------------------------------------------------------------------------
-------------------------How to enable Message-signaled interrupts (MSIs)--------------------------
---------------------------------------------------------------------------------------------------
use Wtools v1.0.2.0.exe (Wagnardsoft Tools) enable it and restart
or
find ID: open device manager right click your GPU properties and click on events tab
looks like this:
HKEY_LOCAL_MACHINE\SYSTEM\ControlSet001\Enum\PCI\VEN_10DE&DEV_1E84&SUBSYS_139E10DE&REV_A1\4&3aaa5e18&0&0008\Device Parameters\Interrupt Management\MessageSignaledInterruptProperties
find in regedit and set MSISupported to 1 then restart
hengle / ue4commopti Goto Github PK
View Code? Open in Web Editor NEWThis project forked from smo0ths/ue4commopti