diff --git a/Config/Engine.ini b/Config/Engine.ini index 6553d8f..948b23b 100644 --- a/Config/Engine.ini +++ b/Config/Engine.ini @@ -89,7 +89,7 @@ bSmoothFrameRate = False ;bSubsteppingAsync=False ;bSupportUVFromHitResults=False ;bSuppressFaceRemapTable=False -;bUseBackgroundLevelStreaming=True +;s.UseBackgroundLevelStreaming=True ;bUseFixedFrameRate=False ;bUseFixedTimeStep=False ;bUseThreadedPhysics=True @@ -111,28 +111,93 @@ bSmoothFrameRate = False ; ================================================================================ ;D3D12.AdjustTexturePoolSizeBasedOnBudget=1 +; +; + ;D3D12.AFRSyncTemporalResources=1 (No console) +; +; + ;D3D12.AFRUseFramePacing=1 +; +; + ;D3D12.AsyncDeferredDeletion=1 +; +; + ;D3D12.EnableAsyncCompileShader=1 +; +; + ;D3D12.EnableDynamicBarriers=1 +; +; + ;D3D12.EnablePipelineStateCache=1 -;D3D12.EvictAllResidentResourcesInBackground=true -;d3d12.FastAllocator.MinPagesToRetain = 1 ;alternatives: 4 +; +; + +D3D12.EvictAllResidentResourcesInBackground = true +;Default: false +; + +d3d12.AllowPoolAllocateIndirectArgBuffers = 1 +;Default: 0 +; + +d3d12.FastAllocator.MinPagesToRetain = 2 +;Default: 5 +; + ;D3D12.Force16BitBufferGPUReads=1 +; +; + ;D3D12.ForceThirtyHz=0 +; +; + ;D3D12.GPUTimeout= (Can't be set via console) -D3D12.InsertOuterOcclusionQuery = 1 ;(Default: 0) - Dummy outer occlusion query around occlusion query batches. Can help performance on some GPU architectures +; +; + +D3D12.InsertOuterOcclusionQuery = 1 +;Default: 0 +;Dummy outer occlusion query around occlusion query batches. Can help performance on some GPU architectures ;d3d12.PoolAllocator.ReadOnlyTextureMaxAllocationSize = 33554432 +; +; + ;d3d12.PoolAllocator.ReadOnlyTextureVRAMPoolSize = 33554432 +; +; + ;D3D12.TexturePoolOnlyAccountStreamableTexture = 1 +; +; + r.D3D.ForceDXC = 1 +; +; + r.D3D12.BreadCrumbs = 0 +; +; ;D3D12.MaxDescriptorHeapSize=1000000 +; +; + ;D3D12.MaximumFrameLatency=2 ;alternatives: 0, 3 +; +; + framegrabber.framelatency = 2 +; +; + ;D3D12.NumBufferedFrames= ;D3D12.PreferD32DepthBuffer=0 ;D3D12.PreferDXCCompiler=1 @@ -144,8 +209,22 @@ framegrabber.framelatency = 2 ;D3D12.StablePowerState=0 ;Default: 0 Alternatives: 1 ;D3D12.SyncWithDWM=0 ;alternatives: 1 ;D3D12.UseAllowTearing=1 ;Default: 1 -;D3D12.UseUpdateTexture3DComputeShader=1 ;Default: 0 alternatives: 0 -D3D12.ZeroBufferSizeInMB = 16 ;Default: 4 alternatives: 128 + + +; +; + +D3D12.TexturePoolOnlyAccountStreamableTexture = true +;Default: false +; + +D3D12.UseUpdateTexture3DComputeShader = 1 +;Default: 0 +; + +D3D12.ZeroBufferSizeInMB = 8 +;Default: 4 +; ;r.D3D.ForceDXC=0 ;alternatives: 1 ;r.D3D.ForceShaderConductorDXCRewrite=0 @@ -156,6 +235,25 @@ D3D12.ZeroBufferSizeInMB = 16 ;Default: 4 alternatives: 128 r.D3D12.ExperimentalShaderModels = 1 +d3d12.BindResourceLabels = 0 +;Default: 1 +; + +D3D12.LockTexture2DRGIFlush = 1 +;Default: 0 +; + +fx.Budget.Enabled = true +;Default: false +; + +r.D3D12.LightweightDRED = 0 +;Default: 1 +;Disable debugging, can make it hard to understand crashes + + + + r.DiscardUnusedQuality = 1 ; ================================================================================ @@ -266,7 +364,10 @@ grass.TickInterval = 10 ;Default: 1 ;LevelStreaming.UnloadNotVisibleLevelsWhenLowRAM=1 ;LevelStreaming.UnloadNotVisibleLevelsWhenLowRAMNormalizedPercentage=80 ;LevelStreamingActorsUpdateTimeLimit=5.000000 -;LevelStreaming.ShouldReuseUnloadedButStillAroundLevels=0 ;Default: 1 + +LevelStreaming.ShouldReuseUnloadedButStillAroundLevels = +;Default: 1 +; ; ================================================================================ ; START OF @@ -376,7 +477,6 @@ r.AOGlobalDistanceField.MinMeshSDFRadius = 10 ;Default: , Alternatives: 5 ;foliage.LODDistanceScale=5 ;r.ViewDistanceScale=5 ;r.StaticMeshLODDistanceScale=0.3 -;r.Shadow.MaxCSMResolution=4096 ;r.Tonemapper.Quality=0 ; ================================================================================ @@ -635,10 +735,15 @@ r.SceneDepthHZBAsyncCompute = 1 ;(Default: 0) ;r.GBufferDiffuseSampleOcclusion=1 ;r.GBufferFormat=3 ;alternatives: 5 ;r.GenerateLandscapeGIData=1 + ;r.GenerateMeshDistanceFields=1 -;r.GlobalIllumination.Denoiser=2 +;Default: 1 +;r.GlobalIllumination.Denoiser.ReconstructionSamples=16 +;Default: 16 +; + ;r.GPUCrashDebugging=0 ;r.GPUHitchDebug=0 ;r.GPUParticle.Simulate=1 @@ -737,13 +842,50 @@ r.Lumen.Reflections.AsyncCompute = 1 ;r.Lumen.Reflections.DownsampleFactor=1 ;r.Lumen.Reflections.GGXSamplingBias=0.3 ;r.Lumen.Reflections.HierarchicalScreenTraces.MaxIterations=200 ;alternatives: 400 -r.Lumen.Reflections.MaxBounces = 2 ;alternatives: 6 -r.Lumen.Reflections.MaxRayIntensity = 250 +r.Lumen.Reflections.MaxBounces = 0 +; +; + +r.Lumen.Reflections.MaxRayIntensity = 256 +; +; + ;r.Lumen.Reflections.MaxRoughnessToTrace=0.3 ;Default: 0.4, Alternatives: 0.5, 1 +; +; + +r.ReflectionEnvironment = 0 +;Default: 1 +; + r.Lumen.Reflections.RadianceCache = 1 -r.Lumen.Reflections.ScreenSpaceReconstruction = 1 ;Make this a setting -r.Lumen.Reflections.ScreenSpaceReconstruction.NumSamples = 10 -r.Lumen.Reflections.ScreenTraces = 0 ;Alternatives:1 +; +; + +r.Lumen.Reflections.Contrast = 0.7 +;Default: 1 +; + +r.Lumen.Reflections.ScreenSpaceReconstruction = 1 +;Default +; + +r.Lumen.Reflections.ScreenSpaceReconstruction.NumSamples = 8 +;Default: +; + +r.Lumen.Reflections.ScreenSpaceReconstruction.TonemapStrength = 0 +;Default: 0 +;Removes bright reflections + +r.Lumen.Reflections.ScreenSpaceReconstruction.KernelRadius = 16 +;Default: 8 +; + +r.Lumen.Reflections.ScreenTraces = 0 +;Default: +; + r.Lumen.Reflections.SmoothBias = 0.7 r.Lumen.Reflections.Temporal.MaxFramesAccumulated = 256 r.Lumen.Reflections.TraceMeshSDFs = 1 ;Default: 1 @@ -848,7 +990,13 @@ r.LumenScene.SurfaceCache.Compress = 0 ;(Default: 1) 0, 1, 2 ; START OF SkinCache ; ================================================================================ -r.ReflectionMethod = 1 ;(Default: 0) - Sets (0=None, 1=Lumen) reflections +r.ReflectionMethod = 1 +;Default: 0 +;Sets (0=None, 1=Lumen) reflections + +r.Reflections.Denoiser.ReconstructionSamples = 8 +;Default: 8 +; r.SkinCache.Allow = true r.SkinCache.CompileShaders = 1 @@ -889,6 +1037,11 @@ r.Streaming.LimitPoolSizeToVRAM = 1 ; ================================================================================ r.Shadow.UseOctreeForCulling = 1 +;r.Shadow.MaxCSMResolution=4096 + +r.Shadow.Denoiser.ReconstructionSamples = 8 +;Default: 8 +; ; ---------------------------- ; VIRTUAL SHADOW MAPS @@ -898,13 +1051,13 @@ r.Shadow.Virtual.Enable = 1 ; ; -r.Shadow.Virtual.UseFarShadowCulling = 0 ;Default: 1 -; +r.Shadow.Virtual.UseFarShadowCulling = 0 +;Default: 1 ; -r.Shadow.Virtual.NonNanite.Batch = 0 ;Default: 1 -; -; +;r.Shadow.Virtual.NonNanite.Batch = 0 +;Default: 1 +;Disabling crashes r.Shadow.Virtual.Cache.InvalidateUseHZB = 0 ;Default: 1 @@ -914,14 +1067,15 @@ r.Shadow.Virtual.Cache.StaticSeparate = 0 ;Default: 1 ;When enabled, caches static objects in separate pages from dynamic objects. This can improve performance in largely static scenes, but doubles the memory cost of the physical page pool. -r.Shadow.Virtual.Clipmap.LastLevel = 22 +r.Shadow.Virtual.Clipmap.LastLevel = 30 ;Default: 22 ;Last level of the virtual climap. Indirectly determines radius the clipmap can cover. -r.Shadow.Virtual.Clipmap.ZRangeScale +r.Shadow.Virtual.Clipmap.ZRangeScale = 10000 ;Default: 1000 -r.Shadow.Virtual.CullBackfacingPixels + +r.Shadow.Virtual.CullBackfacingPixels = 1 ;Default: 1 r.Shadow.Virtual.ForceOnlyVirtualShadowMaps = 0 ;REMEMBER TO NOT ENABLE THIS IN INI BUT ADD IT TO MOD SETTINGS TAJ @@ -932,15 +1086,24 @@ r.Shadow.Virtual.OnePassProjection = 1 ;Default: 1 ; -r.Shadow.Virtual.OnePassProjection.MaxLightsPerPixel = 16 +r.Shadow.Virtual.OnePassProjection.MaxLightsPerPixel = 8 ;Default: 16, Alternatives: 8, 16, 32, 64 ;Maximum lights per pixel that get full filtering when using one pass projection and clustered shading. Generally set to 8 (32bpp), 16 (64bpp) or 32 (128bpp). Lower values require less transient VRAM during the lighting pass. -r.Shadow.Virtual.ScreenRayLength +r.Shadow.Virtual.ScreenRayLength = 0.1 ;Default: 0.015 ; +; ================================================================================ +; START OF SKY +; ================================================================================ +r.SkyLight.RealTimeReflectionCapture.ShadowFromOpaque = 1 +;Default: 0 +; + +; +; ; ================================================================================ ; START OF @@ -973,17 +1136,47 @@ r.Shadow.Virtual.ScreenRayLength ; START OF VIRTUAL TEXTURES SECTION ; ================================================================================ -;r.VT.MaxUploadsPerFrame = 4 -;r.VT.MaxUploadsPerFrame.Streaming = 4 +r.VT.MaxUploadsPerFrame = 4 +;Default: 8 +; + +r.VT.MaxUploadsPerFrame.Streaming = 4 +;Default: 0 + ;r.VT.MaxContinuousUpdatesPerFrame=1 +;Default: 1 +; + ;r.VT.RVT.TileCountBias=-1 -;r.VT.ParallelFeedbackTasks = 1 ;Default: 0 -;r.VT.EnableAutoImport = True + + +;r.VT.ParallelFeedbackTasks = 1 +;Default: 0 +; + +r.VT.SplitPhysicalPoolSize = 128 +;Default: 0 +; + +r.VT.EnableAutoImport = 1 +;Default: 0 + + ;r.VT.TileSize = 128 ;Default: 128 + + ;r.VT.TileBorderSize = 4 + + ;r.vt.FeedbackFactor = 16 + +r.VirtualTextureReducedMemory = 1 +;Default:0 +;More packaged layout? + ;bEnableVirtualTextureOpacityMask = True + ; ================================================================================ ; START OF ; ================================================================================ @@ -1008,6 +1201,18 @@ r.Shadow.Virtual.ScreenRayLength ;s.PriorityAsyncLoadingExtraTime=10.00 ;s.UnregisterComponentsTimeLimit=0.00 ;alternatives: 2.00 + +slate.BackgroundBlurMaxKernelSize = 64 +;Default: 255 +; + +AttemptStuckThreadResuscitation = true +;Default: false +; + +au.RenderThreadPriority = 1 +;Default: 3 + ; ================================================================================ ; START OF SCALABILITY SECTION ; ================================================================================