PC Definitive Stutter Fix Via Engine.ini Settings

Discussion in 'TSW General Discussion' started by dbrunner#4864, Jun 1, 2023.

  1. AMD Radeon doesn't have this option.......
     
  2. Rudolf

    Rudolf Well-Known Member

    Joined:
    Dec 9, 2016
    Messages:
    2,603
    Likes Received:
    3,423
    It's nice to see all these recipes with huge amounts of settings. What I am missing here is for each of them an explanation, what it is doing and why this seems to be the best value. I am not very much inclined to just copy it all and see what it does.I love to understand what I am doing, but to be honest I am to lazy to find out by myself.
     
  3. bartolomaeusz

    bartolomaeusz Well-Known Member

    Joined:
    Aug 20, 2020
    Messages:
    855
    Likes Received:
    1,024
    Probably the same people who say they always make timetables
     
  4. j.elkroc

    j.elkroc Member

    Joined:
    Mar 27, 2023
    Messages:
    61
    Likes Received:
    21
    • Helpful Helpful x 1
  5. j.elkroc

    j.elkroc Member

    Joined:
    Mar 27, 2023
    Messages:
    61
    Likes Received:
    21
    I have used the UUU and it works to test the variables with a ? for a query. Is there a command that might dump a list of all variables such as " List vars r.* " or somesuch? There are some commands not listed on the web but are being added/used here and other forum posts.
     
  6. dudders

    dudders Well-Known Member

    Joined:
    Nov 25, 2021
    Messages:
    342
    Likes Received:
    419
    Update. So after running various routes all weekend I can honestly say this is the smoothest I've ever played. Older routes are butter smooth and I would say the new routes are 100 per cent better than they was with may be the odd stutter here and there. So a big thank you I'm now loving this game again
     
    • Like Like x 2
  7. one thing bugs me with the settings with this i have noted that some stations some on SEHS and Glossop line and some others have the PSI not working with this settings and when i mean blank i mean the psi at stations is showing the psi all Orange lighting blanked out it only does it with this set up but can say the game runs way better if there is a way to fix the PSI's know please do let us know and i do know its this set up that makes the PSI work funny
     
  8. psi????
     
    • Like Like x 1
  9. dbrunner#4864

    dbrunner#4864 Well-Known Member

    Joined:
    Mar 25, 2021
    Messages:
    489
    Likes Received:
    691
    Hi guys. Sorry for late response.

    So first off, no crashes here in any form unless one when some of my RAM settings where unstable. Everything still rock solid here

    AMD does have the option to clear cache in Gaming > Global > Advance - Reset shader cache. Again if drive is reinstalled it should do this automatically.
    Alternative is to also clear the DirectX shader cache in the Disk cleanup option for the system drive (C: for example)

    The only issues i see with these settings on rare occasion are temporary washed out textures on static/passing trains. I have never seen any PIS issues except the ones when you use TODv4 on older routes, but in your case you are talking about new routes that should not have this issue.
     
    • Like Like x 1
  10. WaveyDavey

    WaveyDavey Well-Known Member

    Joined:
    Mar 31, 2020
    Messages:
    1,001
    Likes Received:
    1,456

    I have a GTX1650 which has 4gb of RAM (laptop has 16gb RAM) so what would these two lines need changing to? Or is a card like this beyond help?
     
  11. solicitr

    solicitr Well-Known Member

    Joined:
    Jun 20, 2020
    Messages:
    12,812
    Likes Received:
    19,585
    I have an RX 570, barely more powerful, and it runs fine on those settings
     
    • Like Like x 1
  12. WaveyDavey

    WaveyDavey Well-Known Member

    Joined:
    Mar 31, 2020
    Messages:
    1,001
    Likes Received:
    1,456
    The 3500 and 1500 settings?
     
  13. solicitr

    solicitr Well-Known Member

    Joined:
    Jun 20, 2020
    Messages:
    12,812
    Likes Received:
    19,585
    Yes
     
    • Like Like x 1
  14. dbrunner#4864

    dbrunner#4864 Well-Known Member

    Joined:
    Mar 25, 2021
    Messages:
    489
    Likes Received:
    691
    While using the 6GB tweaks on a 4GB video card might work this is pretty close to filling the VRAM up leaving only a little room left for other things that video card might store there beside streaming textures (particles, shadows data etc)

    I would try the settings bellow for 4GB cards

    r.Streaming.PoolSize= 2500 - 2700 (max)
    r.Streaming.MaxTempMemoryAllowed=1700
    r.RenderTargetPoolMin= 800 - 1000 at max

    Give these a try if you wish and see if they work for you
     
    • Like Like x 1
  15. WaveyDavey

    WaveyDavey Well-Known Member

    Joined:
    Mar 31, 2020
    Messages:
    1,001
    Likes Received:
    1,456
    Thanks for coming back to me..... I shall give these a try.
     
    • Like Like x 1
  16. here is the proof of the issue i was saying also ram lol im running 64gb of it more then most have also this issue also happens not on all stations only some and its not just in germany its in the whole game like i said the settings are great also running i7 11700k 11th gen with high end motherboard and high end GPU so nothing on my end would screw it up 20230808211656_1.jpg 20230808211703_1.jpg
    20230808211629_1.jpg
     
  17. Teflon490

    Teflon490 Active Member

    Joined:
    Mar 29, 2020
    Messages:
    200
    Likes Received:
    149
    So when you remove the ini parms the issue is gone? That would be where I'd start to investigate.
     
    • Like Like x 1
  18. dbrunner#4864

    dbrunner#4864 Well-Known Member

    Joined:
    Mar 25, 2021
    Messages:
    489
    Likes Received:
    691
    I am lost. These settings do not alter any graphic settings. They change values in streaming/tile rendering and force shader to be saved instead of compiled over and over
    Also since a lot of people are using these ini tweaks many more would have noticed if there where issues with PIS

    Is there a chance you are using some mods for the route that might ruin the PIS ?

    This is how SEHS looks on my side (you mentioned this one was also showing blank PIS)

    upload_2023-8-8_22-17-58.png

    upload_2023-8-8_22-19-56.png

    Ultimately you can just remove the INI settings and see if that changes it back to normal
     
    • Like Like x 1
  19. dbrunner#4864

    dbrunner#4864 Well-Known Member

    Joined:
    Mar 25, 2021
    Messages:
    489
    Likes Received:
    691
    No problem i hope they work fine for your config :) Let me know how it goes
     
  20. squerble

    squerble Well-Known Member

    Joined:
    Mar 8, 2020
    Messages:
    254
    Likes Received:
    387
    I just updated my graphics drivers, and so I'm running through my most-used routes again to build the cache. It's made me thankful all over again for these settings, and a reminder of how bad this game is (or, is without these settings). Can't believe I used to always play the game in this state!
     
    • Like Like x 1
  21. dbrunner#4864

    dbrunner#4864 Well-Known Member

    Joined:
    Mar 25, 2021
    Messages:
    489
    Likes Received:
    691
    I know the feeling. Sometimes you forget what is stock TSW3 feeling until you either remove the settings to try some other things, re install the video driver or just try a route first time. And when this happens you get an instant reminder of what a stutter fest the game is.
     
  22. j.elkroc

    j.elkroc Member

    Joined:
    Mar 27, 2023
    Messages:
    61
    Likes Received:
    21
    I am still pursuing the fix. I still have stutters or "hitches" on all routes. I have driven the Harlem Line route a few times now so it isn't that I haven't cached the scenery, if it's caching at all. My settings are below. Can I have put in something that isn't right? Do these commands have to be done in order? I ask because I put them in alpha-numeric order which shouldn't matter but maybe? The scenery looks real good, and I use Reshade to make it look better.
    Another thing, every time I get to my stop and immediately before the game notification bell rings to open the doors, it pauses for a second. It seems the game has to load the bell sound file each time and hiccups doing so. This is every stop, on all routes I've tried.
    Thanks in advance.
    System is i9 9900KF 32GB RAM RTX3060/12GB

    TimeOfDaySystem.AutoExposure.SpeedDown=5
    TimeOfDaySystem.AutoExposure.ExposureBias=-0.5
    TimeOfDaySystem.AutoExposure.SpeedUp=10
    TimeOfDaySystem.BloomIntensity=0.17
    TimeOfDaySystem.CloudShadowVolumetricResolutionScale=4
    TimeOfDaySystem.Clouds.HighAltitude.CloudDensityMult=0.3
    TimeOfDaySystem.SkyLightPollutionLuminance=1.0
    TimeOfDaySystem.StarIntensity=50
    TimeOfDaySystem.SunIntensity=50000
    TimeOfDaySystem.VolumetricCloud.RayMarchedShadows=1
    TimeOfDaySystem.VolumetricCloud.LayerHeightScale=1.8
    TimeOfDaySystem.VolumetricCloud.GroundContribution=1
    TimeofDaySystem.LegacyEmissiveAdjustments.EmissiveMultNonLamp=500
    foliage.LODDistanceScale=5
    gc.TimeBetweenPurgingPendingKillObjects=200
    r.AllowLandscapeShadows=1
    r.AmbientOcclusionLevels=3
    r.CreateShadersOnLoad=1
    r.DFDistanceScale=10
    r.DFFullResolution=1
    r.DistanceFieldShadowing=1
    r.GTSyncType=1
    r.LightMaxDrawDistanceScale=50.0
    r.MinScreenRadiusForLights=0.00
    r.OneFrameThreadLag=1
    r.RenderTargetPoolMin=1200
    r.Shadow.CSM.MaxCascades=5
    r.Shadow.CSM.TransitionScale=2
    r.Shadow.DistanceScale=2
    r.Shadow.FilterMethod=0
    r.Shadow.MaxCSMResolution=4096
    r.Shadow.MaxResolution=4096
    r.Shadow.RadiusThreshold=0.03
    r.Shadow.SpotLightTransitionScale=4096
    r.ShadowQuality=3
    r.StaticMeshLODDistanceScale=0.5
    r.Streaming.Boost=2
    r.Streaming.FramesForFullUpdate=2
    r.Streaming.LimitPoolSizeToVRAM=0
    r.Streaming.MaxTempMemoryAllowed=3000
    r.Streaming.NumStaticComponentsProcessedPerFrame=200
    r.Streaming.PoolSize=7000
    r.ViewDistanceScale=5
    s.ContinuouslyIncrementalGCWhileLevelsPendingPurge=0
    s.ForceGCAfterLevelStreamedOut=0
    s.LevelStreamingComponentsRegistrationGranularity=30
    s.LevelStreamingComponentsUnregistrationGranularity=10
    ts2.dbg.JourneyChapterLockOverride=1
    ts2.save.CheckpointsEnabled=1
     
  23. Thorgred

    Thorgred Well-Known Member

    Joined:
    Jun 8, 2018
    Messages:
    658
    Likes Received:
    320
    sometimes it also helps to clean out the nvidia cache (i do that after each driver update)
    AppData\Local\NVIDIA\DXCache
     
  24. Teflon490

    Teflon490 Active Member

    Joined:
    Mar 29, 2020
    Messages:
    200
    Likes Received:
    149
    If you check the box for "clean installation" during new driver install, it will clear it for you. Maybe even without that, but I have never tried to not use clean install.
     
  25. Teflon490

    Teflon490 Active Member

    Joined:
    Mar 29, 2020
    Messages:
    200
    Likes Received:
    149
    No special order needed, it can be there as you like and all is taken into account.
    As I wrote previously, this fix does not eliminate ALL of the stutters, despite what some are claiming, there will always be small stutters here and there not related to shaders but rather complex scenery objects being loaded at the same time. But it will remove those "1st time driving the route" stutters, that last for several seconds and sometimes even stop the game completely for a second or 2 (this is caused by the shader compilation). If you have them first time on any route, and then they disappear, but you still have some stutters however with much lower intensity, your engine.ini is configured ok and nothing else can be done regarding the stutter I am afraid.

    Regarding the stutter on arrival to stations, it is not the notificationsound causing it, but rather the auto-save feature that is triggered on each station stop, and each save action causes this stutter.
    You can fix this by changing this line ts2.save.CheckpointsEnabled=1 to 0. But beware you will lose the auto-save, of course.
     
    • Like Like x 2
  26. 5cip

    5cip Active Member

    Joined:
    Apr 23, 2020
    Messages:
    387
    Likes Received:
    226
    Is it possible for DTG to create a progress which loads all the shaders in main menu before starting the game like in the last of us ?
     
  27. antwerpcentral

    antwerpcentral Well-Known Member

    Joined:
    Sep 16, 2021
    Messages:
    2,680
    Likes Received:
    3,441
    Is it possible for DTG to finally get rid of stutters. If there is a follow up for this topic with TSW4 settings I'm gonna cry :(
     
    • Like Like x 1
  28. j.elkroc

    j.elkroc Member

    Joined:
    Mar 27, 2023
    Messages:
    61
    Likes Received:
    21
    ts2.save.CheckpointsEnabled=0
    I never noticed that, thanks Teflon490 . This is a line that slipped in and I had no clue what it did.
    I will set it to zero post-haste.
     
  29. squerble

    squerble Well-Known Member

    Joined:
    Mar 8, 2020
    Messages:
    254
    Likes Received:
    387
    Just to confirm what I said above - these settings don't eliminate stutters completely. I still get them when it does things like the "bong" when I've closed the doors and it's time to move onto the next station.

    What it does do is make the game so much smoother in general. I get noticeably further down a line with much smoother fps before the next "mini" stutter happens. The bigger stutters are mostly eliminated, or vastly reduced to a small hiccup. I can't stress it enough though, it's so noticeable after the first run. You find yourself "waiting" for the next stutter to appear but it ends up taking a few seconds longer to appear than you think it should, and those few seconds are just nice, smooth gameplay.
     
    • Like Like x 1
  30. I have found that the cache might not be big enough for all the routes if you have a lot of DLC..... getting stutters on routes i haven't touched in a while.
     
  31. j.elkroc

    j.elkroc Member

    Joined:
    Mar 27, 2023
    Messages:
    61
    Likes Received:
    21
    I drove the free DLC Marselle-Avignon this weekend for the first time. The first run was dreadful - so many hitches I almost quit but the second and subsequent runs were butter smooth but for occasional hiccups. So caching IS working here, just does not 100% eliminate all hitches.
     
  32. Thorgred

    Thorgred Well-Known Member

    Joined:
    Jun 8, 2018
    Messages:
    658
    Likes Received:
    320
    no it does not that is for driver files and game profiles you have added edited

    i always install nvidia drivers with that clean option
     
  33. bartolomaeusz

    bartolomaeusz Well-Known Member

    Joined:
    Aug 20, 2020
    Messages:
    855
    Likes Received:
    1,024
    dbrunner#4864, any idea if these settings will also work in TSW4? I don't see anything about substantial engine changes there, so I imagine they would.
     
  34. Thorgred

    Thorgred Well-Known Member

    Joined:
    Jun 8, 2018
    Messages:
    658
    Likes Received:
    320
    i would just try them it is the same unreal engine

    with some line removals (TimeOfDaySystem*.*) they even work great for the older TSW versions
     
    • Like Like x 1
  35. AVeryFatElf

    AVeryFatElf Well-Known Member

    Joined:
    May 11, 2021
    Messages:
    375
    Likes Received:
    952
    Thanks for this. Just to confirm, did you develop this? When the VR injector finally arrives on the scene, I will be looking for someone who is very capable with deep knowledge of making a config file that could offer people different levels of graphical quality based on their system. See my signature if you want to tag along. For the most part I think it might be just fine to use in-game graphic settings but some extra knowledge might be handy.
     
  36. u would think this settings would work with TSW4 so please do reply on here at launch (21st September 2023 and on) so i know they will work with TSW4 i would say knowing they not moving engine numbers it would be the same as TSW3 lets hope so i can say this works great but i still getting shutters alot more then 1 every 10mins i say 10 to 20 in 10mins
     
  37. j.elkroc

    j.elkroc Member

    Joined:
    Mar 27, 2023
    Messages:
    61
    Likes Received:
    21
    So what will they be naming this executable? My bet is on "TS3Prototype-Win64-Shipping.exe" which rings like an unfinished product. I am not being negative, I just think "TS2Prototype-Win64-Shipping.exe" should have been thought through a little more.
     
    • Like Like x 2
  38. maxipolo12

    maxipolo12 Well-Known Member

    Joined:
    Apr 24, 2020
    Messages:
    783
    Likes Received:
    1,090
    Hi dbrunner#4864 did you even try to contact one of the DTG Dev team to share your results?
    I know that Matt is sometimes interested by such improvements proposals
     
  39. will the guy who did the settings tweek for TSW3 also be doing the same for TSW4 i like to know as i wanna take the settings and move them over at launch of TSW4 but scared it going to screw things up i will copy and paste the normal settings just in case but when i do some testing ill come back and let u all know if the settings are fine to use with TSW4
     
    • Like Like x 1
  40. speediek#8515

    speediek#8515 Member

    Joined:
    Aug 27, 2022
    Messages:
    40
    Likes Received:
    47
    I’m not the OP but I can say since TSW4 is using the same version of the game engine as TSW3 the settings will most likely be able to carry over.

    In the mean time people like yourself and me will have to test these settings for ourselves. I wouldn’t worry about screwing anything up though. If any of the settings break anything in game you just simply remove the lines and your game will be back to normal next time you load it.

    I’ll also be testing these settings when TSW4 launches.
     
    • Like Like x 2
  41. JetWash

    JetWash Well-Known Member

    Joined:
    Mar 6, 2021
    Messages:
    3,120
    Likes Received:
    11,661
    I’d be interested to know if they play nice with TSW4, would you mind letting me know how you get on with them?

    I’m not buying the game for the time being so can’t test it myself, but if there’s something glaringly obvious I’d like to be have a crack at fixing it. Thanks :)
     
  42. solicitr

    solicitr Well-Known Member

    Joined:
    Jun 20, 2020
    Messages:
    12,812
    Likes Received:
    19,585
    No, it will continue to be "TS2Prototype" like every iteration of TSW- it stands for "Train Simulator 2" (notice the lack of a W)
     
    • Like Like x 2
  43. Spikee1975

    Spikee1975 Guest

    Which indicates their UE project folder has never changed. ;)
     
    • Like Like x 2
  44. dbrunner#4864

    dbrunner#4864 Well-Known Member

    Joined:
    Mar 25, 2021
    Messages:
    489
    Likes Received:
    691
    Hi guys. I will test the settings in TSW 4 when I get home back to my PC since currently I am away in a vacation till the 23.

    The settings should still work in theory but need testing in TSW4 routes to confirm everything is stable. The ini tweak settings where initially done for TSW2 and when TSW3 came out they where extremely unstable resulting in crashed on TSW3 native routes. After some major tweaking they become usable in TSW3.

    I hope they just work in TSW4 but you should also be aware of possible instability.

    If anyone is willing to run TSW4 native routes with these setting please let me and other forum members know if they are stable on your side. In this way if no strange issues are reported other interested users can still use the settings in TSW4 untill I get back and test them myself

    Happy TSW4 all :)
     
    • Like Like x 1
  45. squerble

    squerble Well-Known Member

    Joined:
    Mar 8, 2020
    Messages:
    254
    Likes Received:
    387
    I've put them in place for TSW4 with no ill-effect so far. However, I'm running both the ECML and Vorarlberg routes once to clear the stutters, then I'll test again to see if the fixes still work.
     
    • Like Like x 3
  46. dbrunner#4864

    dbrunner#4864 Well-Known Member

    Joined:
    Mar 25, 2021
    Messages:
    489
    Likes Received:
    691
    That is great! Please share your findings after you do some runs :) I would also like to know if beside being stable you still get major stutter reduction after cache run has been completed

    I hope this time everything works out of the box without further tweaking.
    To be honest TSW3 has some big graphic changes vs TSW2 like new Time of day with Volumetric clouds, longer and more detailed routes like KSW and SEHS that might have impacted the settings of older tweaks made for TSW2 routes resulting in CTD

    TSW4 looks to be more of a gameplay improvement and as such might not have such a huge impact on the streaming settings to cause issues.
     
  47. squerble

    squerble Well-Known Member

    Joined:
    Mar 8, 2020
    Messages:
    254
    Likes Received:
    387
    Sad to say they don't seem to be working on my second run on the ECML. I coincidentally have the day off work tomorrow so I will see how things behave, but first impressions are not good.
     
    • Like Like x 1
  48. dbrunner#4864

    dbrunner#4864 Well-Known Member

    Joined:
    Mar 25, 2021
    Messages:
    489
    Likes Received:
    691
    Aww you still get stutter ? Those tweaks should still work unless they made some changes to the engine that cancelled the ini settings. I will also test this when I get home!
     
    • Like Like x 2
  49. SGTDRE

    SGTDRE Well-Known Member

    Joined:
    Sep 6, 2022
    Messages:
    1,510
    Likes Received:
    794
    I was planning on doing just that, but the ini settings I have currently, are from Jetwash from another thread in assisting me as well as the TOD4 ini settings from the train community.
    My TSW3, as well as TSW2 game, is running very well and just under 60 FPS, was evening thinking of trying to install re-shade as well.

    r.BlurGBuffer=-1
    r.AmbientOcclusionLevels=3
    r.AmbientOcclusionRadiusScale=1
    r.AmbientOcclusionMipLevelFactor=0.5
    r.DepthOfFieldQuality=3
    r.RenderTargetPoolMin=3000
    r.Streaming.FramesForFullUpdate=2
    r.LensFlareQuality=0.5
    r.SceneColorFringeQuality=1
    r.EyeAdaptationQuality=2
    r.BloomQuality=5
    r.FastBlurThreshold=7
    r.Upscale.Quality=3
    r.MotionBlurQuality=4
    r.Tonemapper.Quality=5
    r.ToneMapper.Sharpen=0.3
    r.TonemapperFilm=1
    r.Tonemapper.GrainQuantization=1
    r.DefaultFeature.AmbientOcclusion=1
    r.DefaultFeature.AmbientOcclusionStaticFraction=1
    r.DefaultFeature.LensFlare=0.5
    r.ParticleLightQuality=2
    r.LightFunctionQuality=3
    r.HighQualityLightMaps=1
    r.ViewDistanceScale=4
    ts2.dbg.JourneyChapterLockOverride=1
    ts2.save.CheckpointsEnabled=1
    ts2.save.CheckpointsEnabled=0
    r.DFDistanceScale=10
    r.DFFullResolution=1
    foliage.DitheredLOD=1
    foliage.LODDistanceScale=5
    foliage.DensityScale=1.0
    r.LightMaxDrawDistanceScale=50.0
    r.LightMaxDrawDistanceScale=5
    r.MinScreenRadiusForLights=0.00
    TimeOfDaySystem.AutoExposure.SpeedUp=10
    TimeOfDaySystem.AutoExposure.SpeedDown=5
    r.VolumetricFog=1
    r.VolumetricFog.DepthDistributionScale=32.000000
    r.VolumetricFog.GridDivisor=120
    r.VolumetricFog.GridPixelSize=16
    r.VolumetricFog.GridSizeZ=96
    r.VolumetricFog.HistoryMissSupersampleCount=1
    r.VolumetricFog.HistoryWeight=0.900000
    r.VolumetricFog.InjectShadowedLightsSeparately=1
    r.VolumetricFog.InverseSquaredLightDistanceBiasScale=1.000000
    r.VolumetricFog.Jitter=1
    r.VolumetricFog.LightFunctionSupersampleScale=2.000000
    r.VolumetricFog.TemporalReprojection=1
    r.VolumetricFog.VoxelizationShowOnlyPassIndex=-1
    r.VolumetricFog.VoxelizationSlicesPerGSPass=8
    r.VolumetricLightmap.VisualizationMinScreenFraction=0.001000
    r.VolumetricLightmap.VisualizationRadiusScale=0.010000
    r.StaticMeshLODDistanceScale=0.25
    r.LandscapeLODBias=-1
    r.LandscapeLODDistributionScale=3
    r.LandscapeLOD0DistributionScale=3
    r.LODFadeTime=2
    r.UITextureLODBias=-1
    r.LevelStreamingDistanceScale=10
    grass.CullDistanceScale=2
    r.ShadowQuality=3
    r.Shadow.CSM.MaxCascades=5
    r.Shadow.MaxResolution=8192
    r.Shadow.MaxCSMResolution=8192
    r.Shadow.SpotLightTransitionScale=4096
    r.Shadow.RadiusThreshold=0.03
    r.AllowLandscapeShadows=1
    r.DistanceFieldShadowing=1
    r.Shadow.DistanceScale=2
    r.ContactShadows=1
    r.Shadow.FilterMethod=0
    r.Shadow.TexelsPerPixel=3
    r.Shadow.CSM.TransitionScale=2
    r.Shadow.Preshadows=1
    r.AmbientOcclusion.FadeRadiusScale=1.5
    r.Water.SingleLayer=1
    r.Water.SingleLayer.Reflection=1
    r.Water.SingleLayer.SSR=1
    r.Water.SingleLayer.SSRTAA=0
    r.Water.EnableShallowWaterSimulation=1
    r.Water.EnableUnderwaterPostProcess=1
    r.Water.SingleLayer.RefractionFullPrecision=1
    r.MaxAnisotropy=16
    r.VT.MaxAnisotropy=16
    r.RefractionQuality=3
    r.ReflectionCaptureResolution=1024
    r.SSR.Quality=3
    r.SceneColorFormat=4
    r.DetailMode=2
    r.TranslucencyVolumeBlur=1
    r.MaterialQualityLevel=2
    r.SSS.Quality=1
    r.BasePassForceOutputsVelocity=1
    r.DefaultFeature.AntiAliasing=2
    r.TemporalAA.Upscaler=1
    r.Reflections.Denoiser=2
    r.PostProcessAAQuality=5
    r.TemporalAA.Algorithm=1
    r.TemporalAASharpness=1
    r.TemporalAASamples=32
    niagara.CreateShadersOnLoad=1
    r.CreateShadersOnLoad=1
    D3D12.PSO.DiskCache=1
    D3D12.PSO.DriverOptimizedDiskCache=1
    r.HZBOcclusion=0
    r.AllowOcclusionQueries=1
    r.Shaders.Optimize=1
    r.Shaders.Optimize=1
    r.ShaderPipelineCache.StartupMode=3
    r.ShaderPipelineCache.Enabled=1
    r.ShaderPipelineCache.ReportPSO=1
    r.ShaderPipelineCache.GameFileMaskEnabled=0
    r.ShaderPipelineCache.LazyLoadShadersWhenPSOCacheIsPresent=1
    r.ShaderPipelineCache.BatchSize=50
    r.XGEShaderCompile=1
    r.XGEShaderCompile.Mode=1
    r.XGEShaderCompile.Xml.BatchGroupSize=256
    r.XGEShaderCompile.Xml.BatchSize=16
    r.XGEShaderCompile.Xml.JobTimeout=0.500000
    r.GPUParticle.Simulate=1
    r.GTSyncType=1
    r.OneFrameThreadLag=1
    r.D3D11.UseAllowTearing=1
    r.D3D12.UseAllowTearing=1
    r.Shadow.WholeSceneShadowCacheMb=4096
    gc.TimeBetweenPurgingPendingKillObjects=900
    TimeOfDaySystem.VolumetricCloud.RayMarchedShadows=1
    TimeOfDaySystem.AutoExposure.ExposureBias=-0.5
    TimeOfDaySystem.SkyLightPollutionLuminance=1.0
    TimeOfDaySystem.BloomIntensity=0.17
    TimeOfDaySystem.SunIntensity=50000
    TimeOfDaySystem.CloudShadowVolumetricResolutionScale=4
    TimeOfDaySystem.Clouds.HighAltitude.CloudDensityMult=0.3
    TimeOfDaySystem.VolumetricCloud.GroundContribution=1
    TimeOfDaySystem.VolumetricCloud.LayerHeightScale=1.8
    TimeOfDaySystem.StarIntensity=50
    TimeofDaySystem.LegacyEmissiveAdjustments.EmissiveMultNonLamp=500
    r.SkylightIntensityMultiplier=1
    gc.NumRetriesBeforeForcingGC=5
    gc.MinDesiredObjectsPerSubTask=20
    s.ForceGCAfterLevelStreamedOut=0
    s.ContinuouslyIncrementalGCWhileLevelsPendingPurge=0
    s.LevelStreamingComponentsUnregistrationGranularity=10
    s.LevelStreamingComponentsRegistrationGranularity=30
    r.Streaming.NumStaticComponentsProcessedPerFrame=200
    r.ShaderPipelineCache.BatchTime=2
    r.ShaderPipelineCache.BackgroundBatchTime=0
    r.ShaderPipelineCache.PrecompileBatchTime=0
    r.Streaming.Boost=2
    r.Streaming.LimitPoolSizeToVRAM=0
    r.Streaming.UseMaterialData=1
    r.Streaming.UseNewMetrics=1
    r.Streaming.UsePerTextureBias=1
    r.Shaders.FastMath=1
    r.UseShaderCaching=1
    r.UseShaderPredraw=1
    r.UseAsyncShaderPrecompilation=1
    r.TargetPrecompileFrameTime=13
    r.PredrawBatchTime=13
    r.AccelPredrawBatchTime=0
    r.AccelTargetPrecompileFrameTime=0
    r.Streaming.DefragDynamicBounds=1
    r.Streaming.PoolSize=12000
    r.Streaming.MaxTempMemoryAllowed=6000
    r.Streaming.MinMipForSplitRequest=0
    r.Streaming.HiddenPrimitiveScale=0.5
    r.Streaming.AmortizeCPUToGPUCopy=1
    s.AsyncLoadingThreadEnabled=1
    s.IoDispatcherCacheSizeMB=2048
    s.MaxIncomingRequestsToStall=1
    s.MaxReadyRequestsToStallMB=0
    s.MinBulkDataSizeForAsyncLoading=0
    s.PriorityAsyncLoadingExtraTime=0
    s.PriorityLevelStreamingActorsUpdateExtraTime=0
    r.FastVRam.Tonemap=1
    r.FastVRam.Upscale=1
    r.FastVRam.VelocityFlat=1
    r.FastVRam.VelocityMax=1
    r.FastVRam.VolumetricFog=1
    r.FastVRam.MotionBlur=1
    r.FastVRam.SceneColor=1
    r.FastVRam.SceneDepth=1
    r.FastVRam.ScreenSpaceShadowMask=1
    r.FastVRam.ScreenSpaceShadowMask=1
    r.FastVRam.HZB=1
    r.FastVRam.Histogram=1
    r.FastVRam.HistogramReduce=1
    r.FastVRam.LPV=1
    r.FastVRam.DistanceFieldNormal=1
    r.FastVRam.DistanceFieldShadows=1
    r.FastVRam.DistanceFieldTileIntersectionResources=1
    r.FastVRam.DistortHistory=1
    r.FastVRam.Distortion=1
    r.FastVRam.Downsample=1
    r.FastVRam.EyeAdaptation=1
    r.FastVRam.ForwardLightingCullingResources=1
    r.FastVRam.DistanceFieldAODownsampledBentNormal=1
    r.FastVRam.DistanceFieldAOHistory=1
    r.FastVRam.DistanceFieldAOScreenGridResources=1
    r.FastVRam.DistanceFieldCulledObjectBuffers=1
    r.FastVRam.DOFPostfilter=1
    r.FastVRam.DOFReduce=1
    r.FastVRam.DOFSetup=1
    r.FastVRam.CombineLUTs=1
    r.FastVRam.BokehDOF=1
    r.FastVRam.ShadowCSM=1
    r.FastVRam.ShadowPerObject=1
    r.FastVRam.PostProcessMaterial=1
    ts2.dbg.Camera.MaxVerticalHeight=20000
    ts2.dbg.Camera.MaxVerticalHeight=10000
    ts2.dbg.MaxFreeCameraDistance=200000
    ts2.dbg.MaxFreeCameraDistance=100000
    ts2.dbg.RelinquishPromptWaitTime=30
    ts2.dbg.RelinquishPromptWaitTime=0
    ts2.dbg.MaxReskinsPerTimetable=0
    ts2.CameraMotionSway.EnableUprightCompensation=0
    ts2.CameraMotionSway.KSitting.Y=100.0
    ts2.CameraMotionSway.KSitting.Z=50.0
    ts2.CameraMotionSway.LSitting.Y=10
    ts2.CameraMotionSway.LSitting.Z=1
    ts2.CameraMotionSway.SittingPivotOffset=-200
    ts2.CameraMotionSway.LSitting.X=10

    [ConsoleVariables]
    AllowAsyncRenderThreadUpdates=1
    AllowAsyncRenderThreadUpdatesDuringGamethreadUpdates=1
    AllowAsyncRenderThreadUpdatesEditor=1

    [/Script/Engine.UserInterfaceSettings]
    ApplicationScale=0.600

    [/script/engine.renderersettings]
    r.ViewDistanceScale=4
     

Share This Page