Thanks to dxltagxmma for posting the new commands, I’ve found some pretty cool commands which increases shadow draw distance for certain assets, which indirectly boosts the amount of haze seen. Whilst this does look good, it does, unsurprisingly, have some performance impacts. This is why I think it’d be beneficial to have a haze slider, as it’d mask some of the short shadow draw distance rendering. Just to clarify, this is NOT the same as fog. The haze is the effect which adds a slight blue tinge to the terrain. Here’s the comparisons: Default: r.DFDistanceScale 1 Edited: r.DFDistanceScale 10, r.DFFullResolution 1
Although I gotta admit the haze looks better, I'd hate to see a complicated mess of all kind of sliders in the options menu. I'm no tech expert, and I barely understand half of the current sliders (that is, what exaclty they do, and how much impact they're likely to have). I'd prefer if DTG did some tweaking of the various general graphics settings. They're the tech experts who should know how to find the perfect balance between awesome visuals and reliable performance.
I instead would love the mess of sliders to tweak the important aspects to me. I do spend a lot of time in other games which offer what it is called, scalability options. TSW always had basic options for scalability, which is a pretty good indication of how poorly optimized it is. That said, good presents are a must in any case for those who do not really understand all these graphical options. Anyway, we are talking about something that is never happing. The main menu UI is going to be like it is for years, or just made it worse on the next release.
Is the lack of stability options intentional, because they know it won’t work well due to poor optimisation of the game? it must be said, TSW really is quite poor looking when it comes to environmental effects, with it being an UE4 based game. Most things just ‘feel’ so flat and lifeless in the game.
When you have a good stable engine/platform you can leave more room for user customization, otherwise, it is wise to restrict everything as much as possible inside the "works well" boundaries.
Well apparently one of the engineers is doing work to allow it to be easier to increase the number of options. Hopefully we get to see that soon.
Here are all render engine settings/commands/consts available in the current version of TSW2. Part one since it's more than 25k characters. Spoiler: All commands Code: r.AllowCachedUniformExpressions r.AllowClearLightSceneExtentsOnly r.AllowDepthBoundsTest r.AllowGlobalClipPlane r.AllowHDR r.AllowLandscapeShadows r.AllowMultiGPUInEditor r.AllowOcclusionQueries r.AllowPointLightCubemapShadows r.AllowPrecomputedVisibility r.AllowSimpleLights r.AllowStaticLighting r.AllowSubPrimitiveQueries r.AllowTexture2DArrayCreation r.AlsoUseSphereForFrustumCull r.AmbientOcclusion.AsyncComputeBudget r.AmbientOcclusion.Compute r.AmbientOcclusion.Compute.Smooth r.AmbientOcclusion.Denoiser r.AmbientOcclusion.Denoiser.HistoryConvolution.KernelSpreadFactor r.AmbientOcclusion.Denoiser.HistoryConvolution.SampleCount r.AmbientOcclusion.Denoiser.KernelSpreadFactor r.AmbientOcclusion.Denoiser.PreConvolution r.AmbientOcclusion.Denoiser.ReconstructionSamples r.AmbientOcclusion.Denoiser.TemporalAccumulation r.AmbientOcclusion.DepthBoundsTest r.AmbientOcclusion.FadeRadiusScale r.AmbientOcclusion.Method r.AmbientOcclusionLevels r.AmbientOcclusionMaxQuality r.AmbientOcclusionMipLevelFactor r.AmbientOcclusionRadiusScale r.AmbientOcclusionStaticFraction r.AMDD3D11MultiThreadedDevice r.AMDDisableAsyncTextureCreation r.Android.DisableASTCSupport r.Android.DisableOpenGLES31Support r.Android.DisableVulkanSM5Support r.Android.DisableVulkanSupport r.Android.OverrideExternalTextureSupport r.AndroidDisableThreadedRendering r.AndroidDisableThreadedRenderingFirstLoad r.AnisotropicMaterials r.AOApplyToStaticIndirect r.AOAsyncBuildQueue r.AOAverageObjectsPerCullTile r.AOClearHistory r.AOComputeShaderNormalCalculation r.AOGlobalDFClipmapDistanceExponent r.AOGlobalDFResolution r.AOGlobalDFStartDistance r.AOGlobalDistanceField r.AOGlobalDistanceFieldCacheMostlyStaticSeparately r.AOGlobalDistanceFieldForceFullUpdate r.AOGlobalDistanceFieldLogModifiedPrimitives r.AOGlobalDistanceFieldPartialUpdates r.AOGlobalDistanceFieldRepresentHeightfields r.AOGlobalDistanceFieldStaggeredUpdates r.AOHeightfieldOcclusion r.AOHistoryDistanceThreshold r.AOHistoryStabilityPass r.AOHistoryWeight r.AOJitterConeDirections r.AOListMemory r.AOListMeshDistanceFields r.AOLogObjectBufferReallocation r.AOMaxObjectBoundingRadius r.AOMaxViewDistance r.AOObjectDistanceField r.AOOverwriteSceneColor r.AOQuality r.AOSampleSet r.AOScatterTileCulling r.AOSpecularOcclusionMode r.AOStepExponentScale r.AOUpdateGlobalDistanceField r.AOUseHistory r.AOUseJitter r.AOViewFadeDistanceScale r.AsyncCreateLightPrimitiveInteractions r.AsyncPipelineCompile r.Atmosphere r.BasePassForceOutputsVelocity r.BasePassOutputsVelocity r.BasePassOutputsVelocityDebug r.BasePassWriteDepthEvenWithFullPrepass r.bFlushRenderTargetsOnWorldCleanup r.BlackBorders r.Bloom.Cross r.Bloom.HalfResolutionFFT r.BloomQuality r.BufferVisualizationDumpFrames r.BufferVisualizationDumpFramesAsHDR r.BufferVisualizationOverviewTargets r.BufferVisualizationTarget r.Cache.DrawDirectionalShadowing r.Cache.DrawInterpolationPoints r.Cache.DrawLightingSamples r.Cache.LightingCacheDimension r.Cache.LightingCacheMovableObjectAllocationSize r.Cache.LimitQuerySize r.Cache.MaxCellSize r.Cache.QueryNodeLevel r.Cache.ReduceSHRinging r.Cache.SampleTransitionSpeed r.Cache.UpdateEveryFrame r.Cache.UpdatePrimsTaskEnabled r.CalcLocalPlayerCachedLODDistanceFactor r.CameraCutTranslationThreshold r.CapsuleDirectShadows r.CapsuleIndirectConeAngle r.CapsuleIndirectShadows r.CapsuleMaxDirectOcclusionDistance r.CapsuleMaxIndirectOcclusionDistance r.CapsuleMinSkyAngle r.CapsuleShadowFadeAngleFromVertical r.CapsuleShadows r.CapsuleShadowsFullResolution r.CapsuleSkyAngleScale r.CatmullRomEndParamOffset r.chaos.ReflectionCaptureStaticSceneOnly r.CheckSRVTransitions r.ClearCoatNormal r.ClearSceneMethod r.Color.Max r.Color.Mid r.Color.Min r.CompileMaterialsForShaderFormat r.CompileShadersForDevelopment r.CompositionForceRenderTargetLoad r.CompositionGraphOrder r.ContactShadows r.ContactShadows.NonShadowCastingIntensity r.CookOutUnusedDetailModeComponents r.CopyLockedViews r.CreateShadersOnLoad r.CustomDepth r.CustomDepth.Order r.CustomDepthTemporalAAJitter r.CustomUnsafeZones r.D3D.CheckedForTypedUAVs r.D3D.ForceDXC r.D3D.ForceShaderConductorDXCRewrite r.D3D.RemoveUnusedInterpolators r.d3d.uniformbufferrecycledepth r.D3D11.AutoFlushUAV r.D3D11.Depth24Bit r.d3d11.dumpliveobjects r.D3D11.UseAllowTearing r.D3D11.UseSharedKeyMutex r.D3D12.Depth24Bit r.D3D12.ExecuteCommandListTask r.D3D12.GPUCrashDebuggingMode r.D3D12.GPUTimeout r.D3D12.RayTracing.AllowCompaction r.D3D12.RayTracing.ViewDescriptorHeapSize r.D3D12.UseAllowTearing r.DBuffer r.DebugActionZone.ActionRatio r.DebugSafeZone.MaxDebugTextStringsPerActor r.DebugSafeZone.Mode r.DebugSafeZone.OverlayAlpha r.DebugSafeZone.TitleRatio r.Decal.FadeDurationScale r.Decal.FadeScreenSizeMult r.Decal.StencilSizeThreshold r.DefaultBackBufferPixelFormat r.DefaultFeature.AmbientOcclusion r.DefaultFeature.AmbientOcclusionStaticFraction r.DefaultFeature.AntiAliasing r.DefaultFeature.AutoExposure r.DefaultFeature.AutoExposure.Bias r.DefaultFeature.AutoExposure.ExtendDefaultLuminanceRange r.DefaultFeature.AutoExposure.Method r.DefaultFeature.Bloom r.DefaultFeature.LensFlare r.DefaultFeature.LightUnits r.DefaultFeature.MotionBlur r.DeferSkeletalDynamicDataUpdateUntilGDME r.DeferUniformExpressionCaching r.DeferUpdateRenderStates r.DelaySceneRenderCompletion r.DemosaicVposOffset r.DepthOfField.MaxSize r.DepthOfField.NearBlurSizeThreshold r.DepthOfFieldQuality r.DetailMode r.DFDistanceScale r.DFFarTransitionScale r.DFFullResolution r.DFShadowAverageObjectsPerCullTile r.DFShadowCullTileWorldSize r.DFShadowQuality r.DFShadowScatterTileCulling r.DFTwoSidedMeshDistanceBias r.DiffuseColor.Max r.DiffuseColor.Min r.DiffuseIndirect.Denoiser r.DisableDistortion r.DisableDriverWarningPopupIfGFN r.DisableEngineAndAppRegistration r.DisableLODFade r.DiscardUnusedQuality r.DistanceFadeMaxTravel r.DistanceFieldAO r.DistanceFieldBuild.Compress r.DistanceFieldBuild.EightBit r.DistanceFieldBuild.UseEmbree r.DistanceFields r.DistanceFields.AtlasSizeXY r.DistanceFields.AtlasSizeZ r.DistanceFields.DefaultVoxelDensity r.DistanceFields.DiscardCPUData r.DistanceFields.ForceAtlasRealloc r.DistanceFields.ForceMaxAtlasSize r.DistanceFields.ListMemory r.DistanceFields.ListMeshMemory r.DistanceFields.MaxPerMeshResolution r.DistanceFields.ParallelAtlasUpdate r.DistanceFields.RuntimeDownsamplingFactor r.DistanceFields.ThrottleCopyToAtlasInBytes r.DistanceFieldShadowing r.DOF.Gather.AccumulatorQuality r.DOF.Gather.EnableBokehSettings r.DOF.Gather.PostfilterMethod r.DOF.Gather.RingCount r.DOF.Kernel.MaxBackgroundRadius r.DOF.Kernel.MaxForegroundRadius r.DOF.Recombine.EnableBokehSettings r.DOF.Recombine.MinFullresBlurRadius r.DOF.Recombine.Quality r.DOF.Scatter.BackgroundCompositing r.DOF.Scatter.EnableBokehSettings r.DOF.Scatter.ForegroundCompositing r.DOF.Scatter.MaxSpriteRatio r.DOF.Scatter.MinCocRadius r.DOF.Scatter.NeighborCompareMaxColor r.DOF.TemporalAAQuality r.DoInitViewsLightingAfterPrepass r.DoLazyStaticMeshUpdate r.DontLimitOnBattery r.DoPrepareDistanceFieldSceneAfterRHIFlush r.DoTiledReflections r.Downsample.Quality r.DownsampledOcclusionQueries r.DrawRectangleOptimization r.DriverDetectionMethod r.DumpingMovie r.DumpPipelineCache r.DumpRenderTargetPoolMemory r.DumpShaderDebugInfo r.DumpShaderDebugShortNames r.DumpShaderDebugWorkerCommandLine r.DumpTransitionsForResource r.DX11.ReduceRTVRebinds r.DX11NumForcedGPUs r.DX12NVAfterMathEnabled r.DynamicRes.ChangePercentageThreshold r.DynamicRes.CPUBoundScreenPercentage r.DynamicRes.CPUTimeHeadRoom r.DynamicRes.FrameTimeBudget r.DynamicRes.FrameWeightExponent r.DynamicRes.GPUTimingMeasureMethod r.DynamicRes.HistorySize r.DynamicRes.IncreaseAmortizationBlendFactor r.DynamicRes.MaxConsecutiveOverbudgetGPUFrameCount r.DynamicRes.MaxScreenPercentage r.DynamicRes.MinResolutionChangePeriod r.DynamicRes.MinScreenPercentage r.DynamicRes.OperationMode r.DynamicRes.OutlierThreshold r.DynamicRes.TargetedGPUHeadRoomPercentage r.EarlyZPass r.EarlyZPassOnlyMaterialMasking r.EarlyZSortMasked r.EmitMeshDrawEvents r.Emitter.FastPoolEnable r.Emitter.FastPoolMaxFreeSize r.Emitter.SkipRibbonSpawnInterp r.EmitterSpawnRateScale r.EnableAsyncComputeTranslucencyLightingVolumeClear r.EnableDebugSpam_GetObjectPositionAndScale r.EnableMorphTargets r.EnableMultiGPUForkAndJoin r.EnableStereoEmulation r.ExpandAllOcclusionTestedBBoxesAmount r.ExpandNewlyOcclusionTestedBBoxesAmount r.ExrReadAndProcessOnGPU r.EyeAdaptation.Basic.Compute r.EyeAdaptation.BlackHistogramBucketInfluence r.EyeAdaptation.EditorOnly r.EyeAdaptation.ExponentialTransitionDistance r.EyeAdaptation.LensAttenuation r.EyeAdaptation.MethodOverride r.EyeAdaptation.PreExposureOverride r.EyeAdaptation.VisualizeDebugType r.EyeAdaptationQuality r.FastBlurThreshold r.FastVRam.BokehDOF r.FastVRam.CircleDOF r.FastVRam.CombineLUTs r.FastVRam.CustomDepth r.FastVRam.DBufferA r.FastVRam.DBufferB r.FastVRam.DBufferC r.FastVRam.DBufferMask r.FastVRam.DistanceFieldAOBentNormal r.FastVRam.DistanceFieldAODownsampledBentNormal r.FastVRam.DistanceFieldAOHistory r.FastVRam.DistanceFieldAOScreenGridResources r.FastVRam.DistanceFieldCulledObjectBuffers r.FastVRam.DistanceFieldIrradiance r.FastVRam.DistanceFieldNormal r.FastVRam.DistanceFieldShadows r.FastVRam.DistanceFieldTileIntersectionResources r.FastVRam.Distortion r.FastVRam.DOFPostfilter r.FastVRam.DOFReduce r.FastVRam.DOFSetup r.FastVRam.Downsample r.FastVRam.EyeAdaptation r.FastVRam.ForwardLightingCullingResources r.FastVRam.GBufferA r.FastVRam.GBufferB r.FastVRam.GBufferC r.FastVRam.GBufferD r.FastVRam.GBufferE r.FastVRam.GBufferF r.FastVRam.GBufferVelocity r.FastVRam.GlobalDistanceFieldCullGridBuffers r.FastVRam.Histogram r.FastVRam.HistogramReduce r.FastVRam.HZB r.FastVRam.LightAccumulation r.FastVRam.LightAttenuation r.FastVRam.LPV r.FastVRam.MotionBlur r.FastVRam.PostProcessMaterial r.FastVRam.SceneColor r.FastVRam.SceneDepth r.FastVRam.ScreenSpaceAO r.FastVRam.ScreenSpaceShadowMask r.FastVRam.SeparateTranslucency r.FastVRam.SeparateTranslucencyModulate r.FastVRam.ShadowCSM r.FastVRam.ShadowPerObject r.FastVRam.ShadowPointLight r.FastVRam.SSR r.FastVRam.Tonemap r.FastVRam.Upscale r.FastVRam.VelocityFlat r.FastVRam.VelocityMax r.FastVRam.VolumetricFog r.FeatureLevelPreview r.Filter.LoopMode r.Filter.SizeScale r.FinishCurrentFrame r.FlushMaterialUniforms r.FlushRHIThreadOnSTreamingTextureLocks r.Fog r.ForceAllCoresForShaderCompiling r.ForceDebugViewModes r.ForceHighestMipOnUITextures r.ForceLOD r.ForceSceneHasDecals r.ForceStripAdjacencyDataDuringCooking r.Forward.LightGridPixelSize r.Forward.LightGridSizeZ r.Forward.LightLinkedListCulling r.Forward.MaxCulledLightsPerCell r.ForwardShading r.FramesToExpandNewlyOcclusionTestedBBoxes r.FreeReflectionScratchAfterUse r.FreeSkeletalMeshBuffers r.FrustumCullNumWordsPerTask r.FullScreenMode r.Gamma r.GBufferFormat r.GenerateLandscapeGIData r.GenerateMeshDistanceFields r.GeometryCollectionTripleBufferUploads r.GFramesNotOcclusionTestedToExpandBBoxes r.GlobalDistanceFieldHeightFieldThicknessScale r.GlobalIllumination.Denoiser.HistoryConvolution.KernelSpreadFactor r.GlobalIllumination.Denoiser.HistoryConvolution.SampleCount r.GlobalIllumination.Denoiser.PreConvolution r.GlobalIllumination.Denoiser.ReconstructionSamples r.GlobalIllumination.Denoiser.TemporalAccumulation r.gpucrash.collectionenable r.gpucrash.datadepth r.GPUCrashDebugging r.GPUDefrag.AllowOverlappedMoves r.GPUDefrag.EnableTimeLimits r.GPUDefrag.MaxRelocations r.GPUParticle.AFRReinject r.GPUParticle.FixDeltaSeconds r.GPUParticle.FixTolerance r.GPUParticle.MaxNumIterations r.GPUParticle.Simulate r.GPUScene.MaxPooledUploadBufferSize r.GPUScene.UploadEveryFrame r.GPUScene.ValidatePrimitiveBuffer r.GPUSkin.Limit2BoneInfluences r.GpuSkin.Pool r.GPUSkin.Support16BitBoneIndex r.GPUSkin.UnlimitedBoneInfluences r.GPUSkin.UnlimitedBoneInfluencesThreshold r.GPUStatsMaxQueriesPerFrame r.GraphicsAdapter r.GTAO.Combined r.GTAO.Downsample r.GTAO.FalloffEnd r.GTAO.FalloffStartRatio r.GTAO.FilterWidth r.GTAO.NumAngles r.GTAO.PauseJitter r.GTAO.SpatialFilter r.GTAO.TemporalFilter r.GTAO.ThicknessBlend r.GTAO.Upsample r.GTAO.UseNormals r.GTSyncType r.HairStrands.Binding r.HairStrands.Cards r.HairStrands.Cluster.Culling r.HairStrands.Cluster.CullingFreezeCamera r.HairStrands.Cluster.CullingShadow r.HairStrands.Cluster.CullingUsesHzb r.HairStrands.Cluster.Debug r.HairStrands.Cluster.ForceLOD r.HairStrands.Cluster.ShadowLOD r.HairStrands.Components.GlobalScattering r.HairStrands.Components.LocalScattering r.HairStrands.Components.R r.HairStrands.Components.TRT r.HairStrands.Components.TT r.HairStrands.Components.TTModel r.HairStrands.ComposeAfterTranslucency r.HairStrands.Cull r.HairStrands.Cull.Index r.HairStrands.Cull.Update r.HairStrands.DebugMode r.HairStrands.DebugMode.SampleIndex r.HairStrands.DebugPPLL r.HairStrands.DeepShadow.AABBScale r.HairStrands.DeepShadow.DebugDOMIndex r.HairStrands.DeepShadow.DebugDOMScale r.HairStrands.DeepShadow.DebugMode r.HairStrands.DeepShadow.DensityScale r.HairStrands.DeepShadow.DepthBiasScale r.HairStrands.DeepShadow.GPUDriven r.HairStrands.DeepShadow.InjectVoxelDepth r.HairStrands.DeepShadow.KernelAperture r.HairStrands.DeepShadow.KernelType r.HairStrands.DeepShadow.MipTraversal r.HairStrands.DeepShadow.RandomType r.HairStrands.DeepShadow.Resolution r.HairStrands.DeepShadow.ShadowMaskKernelType r.HairStrands.DeepShadow.SuperSampling r.HairStrands.DOFDepth r.HairStrands.DualScatteringRoughness r.HairStrands.Enable r.HairStrands.HairLUT.AbsorptionCount r.HairStrands.HairLUT.IncidentAngleCount r.HairStrands.HairLUT.RoughnessCount r.HairStrands.HairLUT.SampleCountScale r.HairStrands.MaterialCompaction r.HairStrands.MaterialCompaction.DepthThreshold r.HairStrands.MaterialCompaction.TangentThreshold r.HairStrands.Meshes r.HairStrands.PlotBsdf r.HairStrands.PlotBsdf.BaseColor r.HairStrands.PlotBsdf.Exposure r.HairStrands.PlotBsdf.Roughness r.HairStrands.RasterizationScale r.HairStrands.Raytracing r.HairStrands.RectLightingOptim r.HairStrands.Scatter r.HairStrands.Scatter.Debug r.HairStrands.Scatter.IterationCount r.HairStrands.Scatter.SampleCount r.HairStrands.Scatter.WorldRadius r.HairStrands.ScatterSceneLighting r.HairStrands.Shadow.CullPerObjectShadowCaster r.HairStrands.ShadowRasterizationScale r.HairStrands.Simulation r.HairStrands.SkyAO r.HairStrands.SkyAO.DistanceThreshold r.HairStrands.SkyAO.SampleCount r.HairStrands.SkyLighting r.HairStrands.SkyLighting.ConeAngle r.HairStrands.SkyLighting.DebugSample r.HairStrands.SkyLighting.DistanceThreshold r.HairStrands.SkyLighting.IntegrationType r.HairStrands.SkyLighting.SampleCount r.HairStrands.SkyLighting.TransmissionDensityScale r.HairStrands.SkyLighting.UseViewHairCount r.HairStrands.StableRasterizationScale r.HairStrands.Strands r.HairStrands.StrandsMode r.HairStrands.VelocityMagnitudeScale r.HairStrands.VelocityRasterizationScale r.HairStrands.VelocityThreshold r.HairStrands.VelocityType r.HairStrands.ViewTransmittancePass r.HairStrands.Visibility.Clear r.HairStrands.Visibility.ComputeRaster r.HairStrands.Visibility.ComputeRaster.MaxPixelCount r.HairStrands.Visibility.ComputeRaster.SamplePerPixel r.HairStrands.Visibility.Emissive r.HairStrands.Visibility.FullCoverageThreshold r.HairStrands.Visibility.HairCount.DistanceThreshold r.HairStrands.Visibility.MaterialPass r.HairStrands.Visibility.MSAA.MeanSamplePerPixel r.HairStrands.Visibility.MSAA.SamplePerPixel r.HairStrands.Visibility.PPLL r.HairStrands.Visibility.PPLL.MeanSamplePerPixel r.HairStrands.Visibility.PPLL.SamplePerPixel r.HairStrands.Visibility.SortByDepth r.HairStrands.Visibility.UseCoverageMappping r.HairStrands.Visibility.UseFastPath r.HairStrands.Voxelization r.HairStrands.Voxelization.AABBScale r.HairStrands.Voxelization.DensityScale r.HairStrands.Voxelization.DensityScale.AO r.HairStrands.Voxelization.DensityScale.Environment r.HairStrands.Voxelization.DensityScale.Raytracing r.HairStrands.Voxelization.DensityScale.Shadow r.HairStrands.Voxelization.DensityScale.Transmittance r.HairStrands.Voxelization.DepthBiasScale.Environment r.HairStrands.Voxelization.DepthBiasScale.Light r.HairStrands.Voxelization.DepthBiasScale.Shadow r.HairStrands.Voxelization.DepthBiasScale.Transmittance r.HairStrands.Voxelization.ForceTransmittanceAndShadow r.HairStrands.Voxelization.GPUDriven r.HairStrands.Voxelization.GPUDriven.MaxPageIndexResolution r.HairStrands.Voxelization.InjectOpaque.BiasCount r.HairStrands.Voxelization.InjectOpaque.MarkCount r.HairStrands.Voxelization.InjectOpaqueDepth r.HairStrands.Voxelization.Raymarching.SteppingScale r.HairStrands.Voxelization.Raymarching.SteppingScale.Environment r.HairStrands.Voxelization.Raymarching.SteppingScale.Raytracing r.HairStrands.Voxelization.Raymarching.SteppingScale.Shadow r.HairStrands.Voxelization.Raymarching.SteppingScale.Transmission r.HairStrands.Voxelization.UseIndiretScatterPageAllocate r.HairStrands.Voxelization.Virtual r.HairStrands.Voxelization.Virtual.ComputeRaster r.HairStrands.Voxelization.Virtual.ComputeRasterMaxVoxelCount r.HairStrands.Voxelization.Virtual.DebugTraversalType r.HairStrands.Voxelization.Virtual.DrawDebugPage r.HairStrands.Voxelization.Virtual.ForceMipLevel r.HairStrands.Voxelization.Virtual.InvalidateEmptyPageIndex r.HairStrands.Voxelization.Virtual.UseDirectPageAllocation r.HairStrands.Voxelization.Virtual.VoxelPageCountPerDim r.HairStrands.Voxelization.Virtual.VoxelPageResolution r.HairStrands.Voxelization.Virtual.VoxelWorldSize r.HairStrands.VoxelizationRasterizationScale r.HairStrands.WriteGBufferData r.HDR.Display.ColorGamut r.HDR.Display.OutputDevice r.HDR.EnableHDROutput r.HDR.UI.CompositeMode r.HDR.UI.Level r.HeightfieldGlobalIllumination r.HeightfieldInnerBounceDistance r.HeightfieldOuterBounceDistanceScale r.HeightFields.AtlasDimInTiles r.HeightFields.AtlasDownSampleLevel r.HeightFields.AtlasTileSize r.HeightFields.VisibilityAtlasDimInTiles r.HeightFields.VisibilityAtlasDownSampleLevel r.HeightFields.VisibilityAtlasTileSize r.HeightFieldShadowing r.HeightfieldTargetUnitsPerTexel r.HFShadowAverageObjectsPerCullTile r.HFShadowQuality r.HighQualityLightMaps r.HighResScreenshotDelay r.HLOD.DistanceOverride r.HLOD.DistanceOverrideScale r.HLOD.DitherPauseTime r.HLOD.ForceDisableCastDynamicShadow r.HLOD.MaximumLevel r.HZB.BuildUseCompute r.HZBOcclusion r.IncludeNonVirtualTexturedLightmaps r.IndirectLightingCache r.IrisNormal r.KeepOverrideVertexColorsOnCPU r.KeepPreCulledIndicesThreshold r.LandscapeLOD0DistributionScale r.LandscapeLODBias r.LandscapeLODDistributionScale r.LensFlareQuality r.LightCulling.Quality r.LightFunctionQuality r.LightMaxDrawDistanceScale r.LightPropagationVolume r.LightShaftAllowTAA r.LightShaftBlurPasses r.LightShaftDownSampleFactor r.LightShaftFirstPassDistance r.LightShaftNumSamples r.LightShaftQuality r.LightShaftRenderToSeparateTranslucency r.ListSceneColorMaterials r.LockView r.LODFadeTime r.LogShaderCompilerStats r.LPV.DiffuseIntensity r.LPV.DirectionalOcclusionDefaultDiffuse r.LPV.DirectionalOcclusionDefaultSpecular r.LPV.EmissiveMultiplier r.LPV.Intensity r.LPV.Mixing r.LPV.NumAOPropagationSteps r.LPV.NumPropagationSteps r.LPV.RSMResolution r.LPV.SpecularIntensity r.Lumin.OverrideExternalTextureSupport r.LUT.Size r.MaterialQualityLevel r.MaxAnisotropy r.MaxCSMRadiusToAllowPerObjectShadows r.MaxQualityMode r.MaxVertexBytesAllocatedPerFrame r.MeshDrawCommands.AllowOnDemandShaderCreation r.MeshDrawCommands.DynamicInstancing r.MeshDrawCommands.LogDynamicInstancingStats r.MeshDrawCommands.LogMeshDrawCommandMemoryStats r.MeshDrawCommands.ParallelPassSetup r.MeshDrawCommands.UseCachedCommands r.MeshParticle.MinDetailModeForMotionBlur r.MeshStreaming Be aware I did not test them out yet as there are a TON, and some probably don't work probably because DTG has turned some off when cooking the game.
Part two. Spoiler: More commands Code: r.MinRoughnessOverride r.MinScreenRadiusForCSMDepth r.MinScreenRadiusForDepthPrepass r.MinScreenRadiusForLights r.MinYResolutionFor3DView r.MinYResolutionForUI r.MipMapLODBias r.Mobile.AdrenoOcclusionMode r.Mobile.AllowDistanceFieldShadows r.Mobile.AllowDitheredLODTransition r.Mobile.AllowMovableDirectionalLights r.Mobile.AllowPixelDepthOffset r.Mobile.AllowSoftwareOcclusion r.Mobile.AlwaysResolveDepth r.Mobile.AmbientOcclusion r.Mobile.AmbientOcclusionQuality r.Mobile.AmbientOcclusionShaderType r.Mobile.CompressLandscapeWeightMaps r.Mobile.CustomDepthDownSample r.Mobile.CustomDepthForTranslucency r.Mobile.DisableVertexFog r.Mobile.EarlyZPassOnlyMaterialMasking r.Mobile.EnableMovableLightCSMShaderCulling r.Mobile.EnableMovableSpotlights r.Mobile.EnableMovableSpotLights r.Mobile.EnableMovableSpotlightsShadow r.Mobile.EnableStaticAndCSMShadowReceivers r.Mobile.EyeAdaptation r.Mobile.FlushSceneColorRendering r.Mobile.ForceDepthResolve r.Mobile.ForceFullPrecisionInPS r.Mobile.GTAOPreIntegratedTextureType r.Mobile.HighQualitySkyCaptureFiltering r.Mobile.LandscapeHoleMesh r.Mobile.MaxVisibleMovableSpotLightsShadow r.Mobile.MeshSortingMethod r.Mobile.MobileSupportBloomSetupRareCases r.Mobile.PixelProjectedReflectionQuality r.Mobile.PlanarReflectionMode r.Mobile.ReflectionCaptureCompression r.Mobile.SceneColorFormat r.Mobile.ShadingPath r.Mobile.Shadow.CSMDebugHint r.Mobile.Shadow.CSMShaderCullingDebugGfx r.Mobile.Shadow.CSMShaderCullingMethod r.Mobile.ShadowmapRoundUpToPowerOfTwo r.Mobile.SkyLightPermutation r.Mobile.SupportGPUScene r.Mobile.TonemapperFilm r.Mobile.UseClusteredDeferredShading r.Mobile.UseGPUSceneTexture r.Mobile.UseHWsRGBEncoding r.Mobile.UseLightStencilCulling r.Mobile.VirtualTextures r.MobileContentScaleFactor r.MobileDynamicPointLightsUseStaticBranch r.MobileHDR r.MobileMaxLoadedMips r.MobileMSAA r.MobileNumDynamicPointLights r.MobileReduceLoadedMips r.MobileTonemapperUpscale r.MorphTarget.ForceUpdate r.MorphTarget.Mode r.MorphTarget.WeightThreshold r.MotionBlur.Amount r.MotionBlur.Amount -1 r.MotionBlur.Amount 0 r.MotionBlur.Max r.MotionBlur.PreferCompute r.MotionBlur.Scale r.MotionBlur.TargetFPS r.MotionBlur2ndScale r.MotionBlurDebug r.MotionBlurQuality r.MotionBlurScatter r.MotionBlurSeparable r.MotionVectorSimulation r.MrMesh.BrickCullingDebugState r.MSAA.AllowCustomResolves r.MSAA.CompositingSampleCount r.MSAACount r.NeverOcclusionTestDistance r.NormalCurvatureToRoughnessBias r.NormalCurvatureToRoughnessExponent r.NormalCurvatureToRoughnessScale r.NormalMapsForStaticLighting r.NumBufferedOcclusionQueries r.NumFramesUnusedBeforeReleasingGlobalResourceBuffers r.NVIDIATimestampWorkaround r.OcclusionCullParallelPrimFetch r.OneFrameThreadLag r.OpenGL.AddExtensions r.OpenGL.AllowRHIThread r.OpenGL.DisableTextureStreamingSupport r.OpenGL.EnableProgramLRUCache r.OpenGL.EvictOnBSSDestruct r.OpenGL.EvictOnBSSDestruct.Latency r.OpenGL.ForceDXC r.OpenGL.IgnoreLinkFailure r.OpenGL.IgnoreShaderCompileFailure r.OpenGL.MaxShaderLibProcessingTime r.OpenGL.PollRenderQueryResult r.OpenGL.PrintProgramStats r.OpenGL.ProgramLRUBinarySize r.OpenGL.ProgramLRUCount r.OpenGL.ProgramLRUKeepBinaryResident r.OpenGL.StoreCompressedProgramBinaries r.OpenGL.StripExtensions r.OpenGL.UseExistingBinaryFileCache r.OverrideShaderDebugDir r.ParallelBasePass r.ParallelGatherNumPrimitivesPerPacket r.ParallelGatherShadowPrimitives r.ParallelGeometryCollectionBatchSize r.ParallelInitViews r.ParallelPrePass r.ParallelShadows r.ParallelShadowsNonWholeScene r.ParallelSingleLayerWaterPass r.ParallelTranslucency r.ParallelVelocity r.ParticleLightQuality r.ParticleLODBias r.PathTracing.AdaptiveSampling r.PathTracing.AdaptiveSampling.MinimumSamplesPerPixel r.PathTracing.FrameIndependentTemporalSeed r.PathTracing.GPUCount r.PathTracing.MaxBounces r.PathTracing.RandomSequence r.PathTracing.RayCountFrequency r.PathTracing.SamplesPerPixel r.PathTracing.VarianceMapRebuildFrequency r.PathTracing.WiperMode r.Photography.Available r.PostProcessAAQuality r.PostProcessAllowBlendModes r.PostProcessAllowStencilTest r.PostProcessing.DisableMaterials r.PostProcessing.PreferCompute r.PostProcessing.PropagateAlpha r.PostProcessingColorFormat r.PrecomputedVisibilityWarning r.PreTileTextures r.ProfileGPU.AssetSummaryCallOuts r.ProfileGPU.Pattern r.ProfileGPU.PrintAssetSummary r.ProfileGPU.Root r.ProfileGPU.Screenshot r.ProfileGPU.ShowEventHistogram r.ProfileGPU.ShowLeafEvents r.ProfileGPU.ShowTransitions r.ProfileGPU.ShowUI r.ProfileGPU.Sort r.ProfileGPU.ThresholdPercent r.ProgramBinaryCache.Enable r.ProgramBinaryCache.RestartAndroidAfterPrecompile r.PS4MixedModeShaderDebugInfo r.pso.evictiontime r.RayTracing r.RayTracing.AmbientOcclusion r.RayTracing.AmbientOcclusion.EnableMaterials r.RayTracing.AmbientOcclusion.EnableTwoSidedGeometry r.RayTracing.AmbientOcclusion.SamplesPerPixel r.RayTracing.AsyncBuild r.RayTracing.CacheShaderRecords r.RayTracing.CompileMaterialAHS r.RayTracing.CompileMaterialCHS r.RayTracing.Culling r.RayTracing.Culling.Angle r.RayTracing.Culling.Radius r.RayTracing.DebugDisableTriangleCull r.RayTracing.DebugForceBuildMode r.RayTracing.DebugForceFullBuild r.RayTracing.DebugForceOpaque r.RayTracing.DebugVisualizationMode r.RayTracing.DebugVisualizationMode.OpaqueOnly r.RayTracing.DynamicGeometryLastRenderTimeUpdateDistance r.RayTracing.EnableInGame r.RayTracing.EnableMaterials r.RayTracing.ExcludeDecals r.RayTracing.ForceAllRayTracingEffects r.RayTracing.Geometry.GeometryCache r.RayTracing.Geometry.InstancedStaticMeshes r.RayTracing.Geometry.InstancedStaticMeshes.CullClusterMaxRadiusMultiplier r.RayTracing.Geometry.InstancedStaticMeshes.CullClusterRadius r.RayTracing.Geometry.InstancedStaticMeshes.Culling r.RayTracing.Geometry.InstancedStaticMeshes.LowScaleCullRadius r.RayTracing.Geometry.InstancedStaticMeshes.LowScaleRadiusThreshold r.RayTracing.Geometry.Landscape r.RayTracing.Geometry.Landscape.DetectTextureStreaming r.RayTracing.Geometry.Landscape.LODsUpdateEveryFrame r.RayTracing.Geometry.NiagaraMeshes r.RayTracing.Geometry.NiagaraRibbons r.RayTracing.Geometry.NiagaraSprites r.RayTracing.Geometry.ProceduralMeshes r.RayTracing.Geometry.SkeletalMeshes r.RayTracing.Geometry.StaticMeshes r.RayTracing.Geometry.StaticMeshes.WPO r.RayTracing.Geometry.StaticMeshes.WPO.Culling r.RayTracing.Geometry.StaticMeshes.WPO.CullingRadius r.RayTracing.GlobalIllumination r.RayTracing.GlobalIllumination.Denoiser r.RayTracing.GlobalIllumination.DiffuseThreshold r.RayTracing.GlobalIllumination.EnableLightAttenuation r.RayTracing.GlobalIllumination.EnableTransmission r.RayTracing.GlobalIllumination.EnableTwoSidedGeometry r.RayTracing.GlobalIllumination.EvalSkyLight r.RayTracing.GlobalIllumination.FinalGather.Distance r.RayTracing.GlobalIllumination.FinalGather.FilterWidth r.RayTracing.GlobalIllumination.FinalGather.Iterations r.RayTracing.GlobalIllumination.FinalGather.SortMaterials r.RayTracing.GlobalIllumination.FinalGather.SortSize r.RayTracing.GlobalIllumination.FinalGather.SortTileSize r.RayTracing.GlobalIllumination.FireflySuppression r.RayTracing.GlobalIllumination.Lights.DirectionalLight r.RayTracing.GlobalIllumination.Lights.PointLight r.RayTracing.GlobalIllumination.Lights.RectLight r.RayTracing.GlobalIllumination.Lights.SkyLight r.RayTracing.GlobalIllumination.Lights.SpotLight r.RayTracing.GlobalIllumination.MaxBounces r.RayTracing.GlobalIllumination.MaxLightCount r.RayTracing.GlobalIllumination.MaxRayDistance r.RayTracing.GlobalIllumination.MaxShadowDistance r.RayTracing.GlobalIllumination.NextEventEstimationSamples r.RayTracing.GlobalIllumination.RenderTileSize r.RayTracing.GlobalIllumination.SamplesPerPixel r.RayTracing.GlobalIllumination.ScreenPercentage r.RayTracing.GlobalIllumination.UseRussianRoulette r.RayTracing.LightCulling.Cells r.RayTracing.LightCulling.CellSize r.RayTracing.LightingMissShader r.RayTracing.NonBlockingPipelineCreation r.RayTracing.NormalBias r.RayTracing.ParallelMeshBatchSetup r.RayTracing.ParallelMeshBatchSize r.RayTracing.PSOCacheSize r.RayTracing.Reflections r.RayTracing.Reflections.DirectLighting r.RayTracing.Reflections.EmissiveAndIndirectLighting r.RayTracing.Reflections.EnableTwoSidedGeometry r.RayTracing.Reflections.ExperimentalDeferred r.RayTracing.Reflections.ExperimentalDeferred.AnyHitMaxRoughness r.RayTracing.Reflections.ExperimentalDeferred.GenerateRaysWithRGS r.RayTracing.Reflections.ExperimentalDeferred.Glossy r.RayTracing.Reflections.ExperimentalDeferred.HorizontalResolutionScale r.RayTracing.Reflections.ExperimentalDeferred.MipBias r.RayTracing.Reflections.ExperimentalDeferred.SmoothBias r.RayTracing.Reflections.ExperimentalDeferred.SpatialResolve r.RayTracing.Reflections.ExperimentalDeferred.SpatialResolve.MaxRadius r.RayTracing.Reflections.ExperimentalDeferred.SpatialResolve.NumSamples r.RayTracing.Reflections.ExperimentalDeferred.SpatialResolve.TemporalQuality r.RayTracing.Reflections.ExperimentalDeferred.SpatialResolve.TemporalWeight r.RayTracing.Reflections.HeightFog r.RayTracing.Reflections.Hybrid r.RayTracing.Reflections.MaxBounces r.RayTracing.Reflections.MaxRayDistance r.RayTracing.Reflections.MaxRoughness r.RayTracing.Reflections.MaxUnderCoatBounces r.RayTracing.Reflections.MinClearCoatLevel r.RayTracing.Reflections.MinRayDistance r.RayTracing.Reflections.NormalBias r.RayTracing.Reflections.RayTraceSkyLightContribution r.RayTracing.Reflections.ReflectionCaptures r.RayTracing.Reflections.RenderTileSize r.RayTracing.Reflections.SamplesPerPixel r.RayTracing.Reflections.ScreenPercentage r.RayTracing.Reflections.Shadows r.RayTracing.Reflections.SortMaterials r.RayTracing.Reflections.SortSize r.RayTracing.Reflections.SortTileSize r.RayTracing.Reflections.TestPathRoughness r.RayTracing.Reflections.Translucency r.RayTracing.SceneCaptures r.RayTracing.Shadow.MaxBatchSize r.RayTracing.Shadow.SamplesPerPixel r.RayTracing.Shadows r.RayTracing.Shadows.EnableHairVoxel r.RayTracing.Shadows.EnableMaterials r.RayTracing.Shadows.EnableTwoSidedGeometry r.RayTracing.Shadows.HairOcclusionThreshold r.RayTracing.Shadows.Lights.Directional r.RayTracing.Shadows.Lights.Point r.RayTracing.Shadows.Lights.Rect r.RayTracing.Shadows.Lights.Spot r.RayTracing.Shadows.LODTransitionEnd r.RayTracing.Shadows.LODTransitionStart r.RayTracing.Sky.HairOcclusionThreshold r.RayTracing.SkyLight r.RayTracing.SkyLight.DecoupleSampleGeneration r.RayTracing.SkyLight.Denoiser r.RayTracing.SkyLight.EnableMaterials r.RayTracing.SkyLight.EnableTwoSidedGeometry r.RayTracing.SkyLight.HairVoxel r.RayTracing.SkyLight.MaxRayDistance r.RayTracing.SkyLight.MaxShadowThickness r.RayTracing.SkyLight.SamplesPerPixel r.RayTracing.SkyLight.Sampling.StopLevel r.RayTracing.SkyLight.ScreenPercentage r.RayTracing.Translucency r.RayTracing.Translucency.DirectLighting r.RayTracing.Translucency.EmissiveAndIndirectLighting r.RayTracing.Translucency.HeightFog r.RayTracing.Translucency.MaxRayDistance r.RayTracing.Translucency.MaxRefractionRays r.RayTracing.Translucency.MaxRoughness r.RayTracing.Translucency.MinRayDistance r.RayTracing.Translucency.PrimaryRayBias r.RayTracing.Translucency.Refraction r.RayTracing.Translucency.SamplesPerPixel r.RayTracing.Translucency.Shadows r.RayTracing.Transmission.RejectionSamplingTrials r.RayTracing.Transmission.SamplingTechnique r.RayTracing.Transmission.TransmissionSamplingDistanceCulling r.RayTracing.UseTextureLod r.RDG.AsyncCompute r.RDG.CullPasses r.RDG.MergeRenderPasses r.RDG.VerboseCSVStats r.ReadBuffer.AlignSize r.ReadBuffer.MaxRenderingBytesAllocatedPerFrame r.ReadBuffer.MinSize r.RecompileRenderer r.ReflectionCaptureGPUArrayCopy r.ReflectionCaptureResolution r.ReflectionCaptureSupersampleFactor r.ReflectionCaptureUpdateEveryFrame r.ReflectionEnvironment r.ReflectionEnvironmentBeginMixingRoughness r.ReflectionEnvironmentEndMixingRoughness r.ReflectionEnvironmentLightmapMixBasedOnRoughness r.ReflectionEnvironmentLightmapMixing r.ReflectionEnvironmentLightmapMixLargestWeight r.Reflections.Denoiser r.Reflections.Denoiser.PreConvolution r.Reflections.Denoiser.ReconstructionSamples r.Reflections.Denoiser.TemporalAccumulation r.RefractionQuality r.RenderLastFrameInStreamingPause r.RenderPass.Validation r.RenderTargetPool.AllowMultipleAliasingDiscardsPerFrame r.RenderTargetPool.Events r.RenderTargetPool.TransientAliasingMode r.RenderTargetPoolMin r.ResetViewState r.RHICmdAsyncRHIThreadDispatch r.RHICmdBalanceParallelLists r.RHICmdBalanceTranslatesAfterTasks r.RHICmdBufferWriteLocks r.RHICmdBypass r.rhicmdbypass r.RHICmdCollectRHIThreadStatsFromHighLevel r.RHICmdDeferSkeletalLockAndFillToRHIThread r.RHICmdFlushOnQueueParallelSubmit r.RHICmdFlushRenderThreadTasks r.RHICmdFlushRenderThreadTasksBasePass r.RHICmdFlushRenderThreadTasksPrePass r.RHICmdFlushRenderThreadTasksShadowPass r.RHICmdFlushRenderThreadTasksSingleLayerWater r.RHICmdFlushRenderThreadTasksTranslucentPass r.RHICmdFlushRenderThreadTasksVelocityPass r.RHICmdFlushUpdateTextureReference r.RHICmdForceRHIFlush r.RHICmdMergeSmallDeferredContexts r.RHICmdMinCmdlistForParallelSubmit r.RHICmdMinCmdlistForParallelTranslate r.RHICmdMinCmdlistSizeForParallelTranslate r.RHICmdMinDrawsPerParallelCmdList r.RHICmdSpewParallelListBalance r.RHICmdTraceEvents r.RHICmdUseDeferredContexts r.RHICmdUseParallelAlgorithms r.RHICmdUseThread r.RHICmdWidth r.RHIRenderPasses r.RHISetGPUCaptureOptions r.RHIThread.Enable r.Roughness.Max r.Roughness.Min r.SafeStateLookup r.SaveEXR.CompressionQuality r.SceneCapture.EnableViewExtensions r.SceneColorFormat r.SceneColorFringe.Max r.SceneColorFringeQuality r.SceneRenderTargetResizeMethod r.SceneRenderTargetResizeMethodForceOverride r.ScreenPercentage r.ScreenshotDelegate r.SecondaryScreenPercentage.GameViewport r.SelectiveBasePassOutputs r.SeparateTranslucency r.SeparateTranslucencyAutoDownsample r.SeparateTranslucencyDurationDownsampleThreshold r.SeparateTranslucencyDurationUpsampleThreshold r.SeparateTranslucencyMinDownsampleChangeTime r.SeparateTranslucencyScreenPercentage r.SeparateTranslucencyUpsampleMode r.SetFramePace r.SetNearClipPlane r.SetRes r.ShaderCodeLibrary.AsyncIOAllowDontCache r.ShaderCodeLibrary.DefaultAsyncIOPriority r.ShaderCodeLibrary.SeperateLoadingCache r.ShaderCompiler.EmitWarningsOnLoad r.ShaderDevelopmentMode r.ShaderDrawDebug r.ShaderDrawDebug.Lock r.ShaderDrawDebug.MaxElementCount r.ShaderPipelineCache.AlwaysGenerateOSCache r.ShaderPipelineCache.AutoSaveTime r.ShaderPipelineCache.AutoSaveTimeBoundPSO r.ShaderPipelineCache.BackgroundBatchSize r.ShaderPipelineCache.BackgroundBatchTime r.ShaderPipelineCache.BatchSize r.ShaderPipelineCache.BatchTime r.ShaderPipelineCache.ClearOSCache r.ShaderPipelineCache.Close r.ShaderPipelineCache.Enabled r.ShaderPipelineCache.GameFileMaskEnabled r.ShaderPipelineCache.LazyLoadShadersWhenPSOCacheIsPresent r.ShaderPipelineCache.LogPSO r.ShaderPipelineCache.MaxPrecompileTime r.ShaderPipelineCache.MinBindCount r.ShaderPipelineCache.Open r.ShaderPipelineCache.PrecompileBatchSize r.ShaderPipelineCache.PrecompileBatchTime r.ShaderPipelineCache.PreCompileMask r.ShaderPipelineCache.PreOptimizeEnabled r.ShaderPipelineCache.PrintNewPSODescriptors r.ShaderPipelineCache.ReportPSO r.ShaderPipelineCache.Save r.ShaderPipelineCache.SaveAfterPSOsLogged r.ShaderPipelineCache.SaveBoundPSOLog r.ShaderPipelineCache.SaveUserCache r.ShaderPipelineCache.SetBatchMode r.ShaderPipelineCache.StartupMode r.ShaderPipelines r.ShaderPrintEnable r.ShaderPrintFontSize r.ShaderPrintFontSpacingX r.ShaderPrintFontSpacingY r.ShaderPrintMaxValueCount r.Shaders.AllowCompilingThroughWorkers r.Shaders.BoundsChecking r.Shaders.ExportDebugInfo r.Shaders.ExportDebugInfoMode r.Shaders.FastMath r.Shaders.FlowControlMode r.Shaders.KeepDebugInfo r.Shaders.Optimize r.Shaders.SkipCompression r.Shaders.Validation r.Shaders.ZeroInitialise r.Shadow.CachedShadowsCastFromMovablePrimitives r.Shadow.CachePreshadow r.Shadow.CacheWholeSceneShadows r.Shadow.CacheWPOPrimitives r.Shadow.ConservativeBounds r.Shadow.CSM.MaxCascades r.Shadow.CSM.MaxMobileCascades r.Shadow.CSM.TransitionScale r.Shadow.CSMDepthBias r.Shadow.CSMDepthBoundsTest r.Shadow.CSMReceiverBias r.Shadow.CSMShadowDistanceFadeoutMultiplier r.Shadow.CSMSlopeScaleDepthBias r.Shadow.CSMSplitPenumbraScale r.Shadow.Denoiser r.Shadow.Denoiser.HistoryConvolutionSamples r.Shadow.Denoiser.MaxBatchSize r.Shadow.Denoiser.PreConvolution r.Shadow.Denoiser.ReconstructionSamples r.Shadow.Denoiser.TemporalAccumulation r.Shadow.DistanceScale r.Shadow.DrawPreshadowFrustums r.Shadow.EnableModulatedSelfShadow r.Shadow.FadeExponent r.Shadow.FadeResolution r.Shadow.FarShadowDistanceOverride r.Shadow.FarShadowStaticMeshLODBias r.Shadow.FilterMethod r.Shadow.ForceSerialSingleRenderPass r.Shadow.ForceSingleSampleShadowingFromStationary r.Shadow.LightViewConvexHullCull r.Shadow.MaxCSMResolution r.Shadow.MaxNumFarShadowCascades r.Shadow.MaxNumPointShadowCacheUpdatesPerFrame r.Shadow.MaxNumSpotShadowCacheUpdatesPerFrame r.Shadow.MaxResolution r.Shadow.MaxSoftKernelSize r.Shadow.MinDirectionalLightAngleForRTHF r.Shadow.MinPreShadowResolution r.Shadow.MinResolution r.Shadow.OcclusionCullCascadedShadowMaps r.Shadow.PerObject r.Shadow.PerObjectCastDistanceMin r.Shadow.PerObjectCastDistanceRadiusScale r.Shadow.PerObjectDirectionalDepthBias r.Shadow.PerObjectDirectionalSlopeDepthBias r.Shadow.PointLightDepthBias r.Shadow.PointLightSlopeScaleDepthBias r.Shadow.PreshadowExpand r.Shadow.PreShadowFadeResolution r.Shadow.PreShadowResolutionFactor r.Shadow.Preshadows r.Shadow.PreshadowsForceLowestDetailLevel r.Shadow.RadiusThreshold r.Shadow.RadiusThresholdRSM r.Shadow.RecordInteractionShadowPrimitives r.Shadow.RectLightDepthBias r.Shadow.RectLightReceiverBias r.Shadow.RectLightSlopeScaleDepthBias r.Shadow.ResolutionScaleZeroDisablesSm r.Shadow.ShadowMaxSlopeScaleDepthBias r.Shadow.SpotLightDepthBias r.Shadow.SpotLightReceiverBias r.Shadow.SpotLightSlopeDepthBias r.Shadow.SpotLightTransitionScale r.Shadow.StencilOptimization r.Shadow.TexelsPerPixel r.Shadow.TexelsPerPixelPointlight r.Shadow.TexelsPerPixelRectlight r.Shadow.TexelsPerPixelSpotlight r.Shadow.TransitionScale r.Shadow.UnbuiltNumWholeSceneDynamicShadowCascades r.Shadow.UnbuiltPreviewInGame r.Shadow.UnbuiltWholeSceneDynamicShadowRadius r.Shadow.UseOctreeForCulling r.Shadow.WholeSceneShadowCacheMb r.Shadow.WholeSceneShadowUnbuiltInteractionThreshold r.ShadowQuality r.ShowMaterialDrawEvents r.ShowPrecomputedVisibilityCells r.ShowRelevantPrecomputedVisibilityCells r.ShowShaderCompilerWarnings r.SimpleForwardShading r.SkeletalMesh.StripMinLodDataDuringCooking r.SkeletalMeshLODBias r.SkeletalMeshLODRadiusScale r.SkinCache.AllowDupedVertsForRecomputeTangents r.SkinCache.BlendUsingVertexColorForRecomputeTangents r.SkinCache.CompileShaders r.SkinCache.Debug r.SkinCache.DefaultBehavior r.SkinCache.ForceRecomputeTangents r.SkinCache.MemoryLimitForBatchedRayTracingGeometryUpdates r.SkinCache.Mode r.SkinCache.NumTangentIntermediateBuffers r.SkinCache.RecomputeTangents r.SkinCache.SceneMemoryLimitInMB r.SkyAtmosphere r.SkyAtmosphere.AerialPerspective.DepthTest r.SkyAtmosphere.AerialPerspectiveLUT.Depth r.SkyAtmosphere.AerialPerspectiveLUT.DepthResolution r.SkyAtmosphere.AerialPerspectiveLUT.FastApplyOnOpaque r.SkyAtmosphere.AerialPerspectiveLUT.SampleCountMaxPerSlice r.SkyAtmosphere.AerialPerspectiveLUT.Width r.SkyAtmosphere.DistanceToSampleCountMax r.SkyAtmosphere.DistantSkyLightLUT r.SkyAtmosphere.DistantSkyLightLUT.Altitude r.SkyAtmosphere.FastSkyLUT r.SkyAtmosphere.FastSkyLUT.DistanceToSampleCountMax r.SkyAtmosphere.FastSkyLUT.Height r.SkyAtmosphere.FastSkyLUT.SampleCountMax r.SkyAtmosphere.FastSkyLUT.SampleCountMin r.SkyAtmosphere.FastSkyLUT.Width r.SkyAtmosphere.LUT32 r.SkyAtmosphere.MultiScatteringLUT.Height r.SkyAtmosphere.MultiScatteringLUT.HighQuality r.SkyAtmosphere.MultiScatteringLUT.SampleCount r.SkyAtmosphere.MultiScatteringLUT.Width r.SkyAtmosphere.SampleCountMax r.SkyAtmosphere.SampleCountMin r.SkyAtmosphere.SampleLightShadowmap r.SkyAtmosphere.TransmittanceLUT.Height r.SkyAtmosphere.TransmittanceLUT.SampleCount r.SkyAtmosphere.TransmittanceLUT.UseSmallFormat r.SkyAtmosphere.TransmittanceLUT.Width r.SkyLight.RealTimeReflectionCapture r.SkyLight.RealTimeReflectionCapture.DepthBuffer r.SkyLight.RealTimeReflectionCapture.ShadowFromOpaque r.SkyLightingQuality r.SkylightIntensityMultiplier r.SkylightRecapture r.SkylightUpdateEveryFrame r.SkySpecularOcclusionStrength r.so.MaxDistanceForOccluder r.so.MaxOccluderNum r.so.MinScreenRadiusForOccluder r.so.SIMD r.so.ThreadName r.so.VisualizeBuffer r.SplineMesh.NoRecreateProxy r.SSGI.Enable r.SSGI.HalfRes r.SSGI.LeakFreeReprojection r.SSGI.Quality r.SSR.ExperimentalDenoiser r.SSR.HalfResSceneColor r.SSR.MaxRoughness r.SSR.Quality r.SSR.Stencil r.SSR.Temporal r.SSS.Burley.AlwaysUpdateParametersFromSeparable r.SSS.Burley.BilateralFilterKernelFunctionType r.SSS.Burley.EnableProfileIdCache r.SSS.Burley.NumSamplesOverride r.SSS.Burley.Quality r.SSS.Checkerboard r.SSS.Filter r.SSS.HalfRes r.SSS.Quality r.SSS.SampleSet r.SSS.Scale r.StaticMesh.StripDistanceFieldDataDuringLoad r.StaticMesh.StripMinLodDataDuringCooking r.StaticMeshLODDistanceScale r.StencilForLODDither r.StencilLODMode
Finally, part three. Sorry for the spam. Spoiler: Even more commands Code: r.StereoEmulationFOV r.StereoEmulationHeight r.StereoEmulationWidth r.Streaming.AllowFastForceResident r.Streaming.AmortizeCPUToGPUCopy r.Streaming.Boost r.Streaming.CheckBuildStatus r.Streaming.DefragDynamicBounds r.Streaming.DropMips r.Streaming.FlushTimeOut r.Streaming.FramesForFullUpdate r.Streaming.FullyLoadUsedTextures r.Streaming.HiddenPrimitiveScale r.Streaming.HLODStrategy r.Streaming.LimitPoolSizeToVRAM r.Streaming.MaxEffectiveScreenSize r.Streaming.MaxHiddenPrimitiveViewBoost r.Streaming.MaxNumTexturesToStreamPerFrame r.Streaming.MaxReferenceChecksBeforeStreamOut r.Streaming.MaxTempMemoryAllowed r.Streaming.MaxTextureUVDensity r.Streaming.MinBoost r.Streaming.MinLevelRenderAssetScreenSize r.Streaming.MinMipForSplitRequest r.Streaming.MipBias r.Streaming.MipCalculationEnablePerLevelList r.Streaming.NumStaticComponentsProcessedPerFrame r.Streaming.OverlapAssetAndLevelTicks r.Streaming.PerTextureBiasViewBoostThreshold r.Streaming.PoolSize r.Streaming.PoolSize.VRAMPercentageClamp r.Streaming.PoolSizeForMeshes r.Streaming.PrioritizeMeshLODRetention r.Streaming.StressTest r.Streaming.StressTest.ExtaIOLatency r.Streaming.StressTest.ExtraAsyncLatency r.Streaming.StressTest.FramesForFullUpdate r.Streaming.UseAllMips r.Streaming.UseBackgroundThreadPool r.Streaming.UseFixedPoolSize r.Streaming.UseGenericStreamingPath r.Streaming.UseMaterialData r.Streaming.UseNewMetrics r.Streaming.UsePerTextureBias r.SubsurfaceScattering r.SupportAllShaderPermutations r.SupportAnisotropicMaterials r.SupportAtmosphericFog r.SupportDepthOnlyIndexBuffers r.SupportLowQualityLightmaps r.SupportPointLightWholeSceneShadows r.SupportReversedIndexBuffers r.SupportSimpleForwardShading r.SupportSkyAtmosphere r.SupportSkyAtmosphereAffectsHeightFog r.SupportStationarySkylight r.TemporalAA.Algorithm r.TemporalAA.AllowDownsampling r.TemporalAA.HistoryScreenPercentage r.TemporalAA.R11G11B10History r.TemporalAA.Upsampling r.TemporalAA.Upscaler r.TemporalAACatmullRom r.TemporalAACurrentFrameWeight r.TemporalAAFilterSize r.TemporalAAPauseCorrect r.TemporalAASamples r.TemporalAAUpsampleFiltered r.TessellationAdaptivePixelsPerTriangle r.TexelDebugging r.TextureStreaming r.TiledDeferredShading r.TiledDeferredShading.MinimumCount r.TogglePreCulledIndexBuffers r.Tonemapper.GrainQuantization r.Tonemapper.Quality r.Tonemapper.Sharpen r.TonemapperFilm r.TonemapperGamma r.TransientResourceAliasing.Buffers r.TranslucencyLightingVolumeDim r.TranslucencyLightingVolumeInnerDistance r.TranslucencyLightingVolumeOuterDistance r.TranslucencyVolumeBlur r.TranslucentLightingVolume r.TranslucentSortPolicy r.TranslucentVolumeFOVSnapFactor r.TranslucentVolumeMinFOV r.UITextureLODBias r.UnbindResourcesBetweenDrawsInDX11 r.UniformBufferPooling r.Upscale.Panini.D r.Upscale.Panini.S r.Upscale.Panini.ScreenFit r.Upscale.Quality r.Upscale.Softness r.UseClusteredDeferredShading r.UseFastIntersect r.UseParallelGetDynamicMeshElementsTasks r.UsePreExposure r.VelocityTest r.VertexDeformationOutputsVelocity r.VertexFoggingForOpaque r.ViewDistanceScale r.ViewDistanceScale.ApplySecondaryScale r.ViewDistanceScale.FieldOfViewAffectsHLOD r.ViewDistanceScale.FieldOfViewMaxAngle r.ViewDistanceScale.FieldOfViewMaxAngleScale r.ViewDistanceScale.FieldOfViewMinAngle r.ViewDistanceScale.FieldOfViewMinAngleScale r.ViewDistanceScale.SecondaryScale r.ViewMode.ShaderTimeSlice r.ViewRectUseScreenBottom r.ViewTextureMipBias.Min r.ViewTextureMipBias.Offset r.VirtualTexture r.VirtualTexturedLightmaps r.VirtualTextureReducedMemory r.VirtualTextures r.VisualizeOccludedPrimitives r.VolumetricCloud r.VolumetricCloud.Debug.SampleCountMode r.VolumetricCloud.DistanceToSampleMaxCount r.VolumetricCloud.EnableAerialPerspectiveSampling r.VolumetricCloud.EnableAtmosphericLightsSampling r.VolumetricCloud.EnableDistantSkyLightSampling r.VolumetricCloud.HighQualityAerialPerspective r.VolumetricCloud.HzbCulling r.VolumetricCloud.ReflectionRaySampleMaxCount r.VolumetricCloud.Shadow.ReflectionRaySampleMaxCount r.VolumetricCloud.Shadow.SampleAtmosphericLightShadowmap r.VolumetricCloud.Shadow.ViewRaySampleMaxCount r.VolumetricCloud.ShadowMap r.VolumetricCloud.ShadowMap.Debug r.VolumetricCloud.ShadowMap.MaxResolution r.VolumetricCloud.ShadowMap.RaySampleHorizonMultiplier r.VolumetricCloud.ShadowMap.RaySampleMaxCount r.VolumetricCloud.ShadowMap.SnapLength r.VolumetricCloud.ShadowMap.SpatialFiltering r.VolumetricCloud.ShadowMap.TemporalFiltering.LightRotationCutHistory r.VolumetricCloud.ShadowMap.TemporalFiltering.NewFrameWeight r.VolumetricCloud.SkyAO r.VolumetricCloud.SkyAO.Debug r.VolumetricCloud.SkyAO.Filtering r.VolumetricCloud.SkyAO.MaxResolution r.VolumetricCloud.SkyAO.SnapLength r.VolumetricCloud.SkyAO.TraceSampleCount r.VolumetricCloud.ViewRaySampleMaxCount r.VolumetricFog r.VolumetricFog.DepthDistributionScale r.VolumetricFog.GridPixelSize r.VolumetricFog.GridSizeZ r.VolumetricFog.HistoryMissSupersampleCount r.VolumetricFog.HistoryWeight r.VolumetricFog.InjectShadowedLightsSeparately r.VolumetricFog.InverseSquaredLightDistanceBiasScale r.VolumetricFog.Jitter r.VolumetricFog.LightFunctionSupersampleScale r.VolumetricFog.TemporalReprojection r.VolumetricFog.VoxelizationShowOnlyPassIndex r.VolumetricFog.VoxelizationSlicesPerGSPass r.VolumetricLightmap.VisualizationMinScreenFraction r.VolumetricLightmap.VisualizationRadiusScale r.VolumetricRenderTarget r.VolumetricRenderTarget.Mode r.VolumetricRenderTarget.UpsamplingMode r.VolumetricRenderTarget.UvNoiseScale r.VSync r.Vsync r.VT.AVT.AgeToFree r.VT.AVT.LevelIncrement r.VT.AVT.MaxAllocPerFrame r.VT.AVT.MaxFreePerFrame r.VT.AVT.MaxPageResidency r.VT.Borders r.VT.CodecAgeThreshold r.VT.CodecNumThreshold r.VT.Dump r.VT.EnableCompressCrunch r.VT.EnableCompressZlib r.VT.EnableFeedBack r.VT.EnableLossyCompressLightmaps r.VT.EvictFileCache r.vt.FeedbackFactor r.VT.Flush r.VT.FlushAndEvictFileCache r.VT.ForceContinuousUpdate r.VT.IOPriority_HighPagePri 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How do you apply those settings, may I ask? I'm looking for bigger shadow draw distance since a long time, but no matter what I type into the Engine.ini file, it doesn't seem to work?
Some commands only work if you input it in via the Unreal Engine Unlocker. Also, this doesn’t affect all shadows. Some are still rendered very close.
Mainly the trees I want to have closer shadowes, does that work? And "Unreal Engine Unlocker", is that a mod for TSW2, or something else? I only so far have used the Engine.ini for the increased Draw Distance.
Yes, it’s mainly for trees and it’s a separate program you download. Just Google Unreal Engine Unlocker and it should be the first link.
Thank you very much, I'm looking forward to seeing the routes with more shadows in general. I hope they will include settings for that ingame.
This is a nice find, however during dawn/dusk when there is heavy shadowing my scenery flickers badly 100m+ from the train. Is anyone else finding this, and is there a way of stopping it? Its almost like the shadows are z-flighting the trees, ground, and scenery.
I try choosing a winter setting for my route, but for some reason, there isn't an option to choose in-game. I also realize that there is no snow slider to select when setting up the weather in the gameplay menu. Is everyone also having the same problem as me? Also why can they create a weather setting where there's a mix of snow and rain and fog?
Kangaroo Conductor If you’re putting it in the ini file rather than the unlocker I believe I’m right in saying you need to add an = sign. Rather than; r.DFDistanceScale 10 r.DFFullResolution 1 you need; r.DFDistanceScale=10 r.DFFullResolution=1
that’s what I did and I’m quite impressed with the results, so far from the scenarios I’ve run the popping in of hard tree shadows has gone, it looks an awful lot better and more ‘natural’.
Snow-coverage slider becomes available November through February, not in other months. "Precipitation" governs the intensity of snowfall rather than rain if the temperature is below 32F/0C.
Bravo to whoever discovered these commands, whilst not a magic bullet it’s a total game changer. I’d given up on the game because I just couldn't stick the lighting another second. This makes it playable (dare I say enjoyable) again for me so thankyou! The $64,000 question…does doing a full Vinyl Tap and turning it up beyond 10 actually do anything?
I know this is slightly off-topic but have you had any issues opening the console at all? The .dll injects ok and connects, but no matter what I do I can't get the console to show up & it’s doing my head in!
Sometimes you have to close and reboot TSW as well as Unreal Engine Unlocker as sometimes it doesn’t always work the first time round.
I’ve tried everything. It’s always the same, it injects properly, everything looks good but when I hit the key to open to console nothing happens. It's been like this since the change to 4.26. Are you using the latest ‘free’ version of unlocker, or did you get the version from Patreon?
I have seen there are a number of lists. The one you cite here is not complete, but the interesting part is the column with comments. The list posted above only contains unreal commands, not the TSW2 specific stuff. In ToolKitForTSW I try to mix the different lists, so you can find them all. Also you can search the list and add settings if they are not yet in the default list. At the moment I am refactoring the software, so in near future it should work better, less bugs, better maintainable and easier to use. Coming soon ...
I figured it out in the end. It’s this daft key thing, even though I’d specified the / key the only one that works is the ‘ key in the top left corner. Cheers.