Sword and Fairy 7

Sword and Fairy 7

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TroNiX_404 Nov 29, 2021 @ 10:09am
UE4 Ray Tracing all settings
UE4 Ray Tracing

https://developer.nvidia.com/blog/introduction-ray-tracing-unreal-engine-422/

;Quick and dirty console variables setting that enables DXR
r.RayTracing=1
r.SkinCache.CompileShaders=1

r.RayTracing.Reflections [0|1]
r.RayTracing.Shadows [0|1]
r.RayTracing.AmbientOcclusion [0|1]

r.RayTacing.Reflections.SortMaterials [0|1] ;enabling material sorting may improve the cost of shading the reflected surfaces. Material sorting enables shading to be more efficient by sorting reflection shading work by material coherence. This comes with some cost overhead, so material shading is only a win when shading coherence is a limiter. Gains of 50% are not uncommon when enabling this feature.

r.RayTracing.Shadows.EnableMaterials [0|1] ;evaluating materials when computing shadows with ray tracing can be significant when using masking in the shadow casting material. Disabling materials during shadow ray tracing makes the shadows less correct for some materials, but this option can help point out performance potholes for specific materials.

r.RayTracing.Reflections.ScreenPercentage [50|100] ;Reflections can be evaluated at a lower resolution to reduce the costs, with the denoising pass handling rescaling. Due to the discrete nature of sampling the GBuffer, this setting only supports integer fractions, and applies to both the x and y dimensions. The current available options are 100 and 50, where 100 represents the full screen resolution and 50 is a quarter of the number of samples (50% scaling on both axes).

r.RayTracing.Reflections.MaxRoughness [-1.0 | 0.0-1.0] ;This setting controls the maximum surface roughness for casting reflection rays. The higher the value, the more surfaces that receive glossy reflections and the more rays cast. The contribution of glossy reflections to the surface’s lighting will be minimal with higher roughness values, so setting this value lower can gain performance while having little visual impact on the scene. The default value is -1 and the threshold is driven by the post-processing volume settings (and defaults to 0.6 to match screen-space reflections)

r.RayTacing.Reflections.SamplesPerPixel [0-N]
r.RayTacing.AmbientOcclusion.SamplesPerPixel [0-N]
r.RayTacing.Shadow.SamplesPerPixel [0-N] ;This setting controls how many rays cast from each pixel during ray tracing. The -1 default value means the value from the post-processing volume will be used. The more samples used, the higher the quality. However, this comes with a non-trivial cost as two samples nearly doubles the cost of one.

r.RayTracing.Reflections.MaxBounces [0-N] ;This setting controls the maximum number of times a reflection ray can bounce around the scene. Once the ray terminates, a reflection probe (cubemap) is sampled to include an approximate reflection contribution for the final bounce. The -1 default value means that, as with previous settings, the value set in the post processing volume will be used. The default in the post-processing volume is one bounce, which is appropriate for most content. The most common case where multi-bounce is necessary is looking at a mirror in the reflection of another mirror.

r.RayTracing.Reflections.Shadows [0|1]
r.RayTracing.Reflections.DirectLighting [0|1]
r.RayTracing.Reflections.EmissiveAndIndirectLighting [0|1] ;The cost of lighting in reflections is adjusted by disabling components of the lighting applied to the reflections. For instance, shadowing and direct lighting can be disabled to understand their impacts. Generally, shadowing is the most costly component of shading reflections, direct lighting second, and the emissive/indirect term third, with very little cost.

r.RayTracing.Reflections.HeightFog [0|1] ;This setting applies height fog from the scene to the rays computed during reflections.

r.RayTracing.Shadows.EnableTwoSidedGeometry [0|1]
r.RayTracing.AmbientOcclusion.EnableTwoSidedGeometry [0|1] ;Enabling two-sided geometry turns off backface culling in ray tracing, which can lead to faster traversal. However, disabling two sided geometry is more likely to match the results of rasterization, where a single sided piece of geometry would have been culled.

r.RayTracing.EnableMaterials [0|1] ;This setting is a debug toggle that changes if ray tracing hit shaders evaluate materials when shading. Enabling and disabling material evaluation is helpful to understand the cost of materials and how material divergence contributes to the total cost of ray tracing.
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Showing 1-4 of 4 comments
AustNerevar Dec 1, 2021 @ 8:59pm 
You're supposed to edit the ConsoleVariables.ini file for this according to your link but I can't find that file anywhere in the install folder.
Maginera Dec 1, 2021 @ 11:54pm 
Originally posted by AustNerevar:
You're supposed to edit the ConsoleVariables.ini file for this according to your link but I can't find that file anywhere in the install folder.
%LOCALAPPDATA%\Pal7\Saved\Config\WindowsNoEditor
You'r welcome
TroNiX_404 Dec 2, 2021 @ 9:29am 
Originally posted by AustNerevar:
You're supposed to edit the ConsoleVariables.ini file for this according to your link but I can't find that file anywhere in the install folder.

C:\Users\*YOUR FOLDER\AppData\Local\Pal7\Saved\Config\WindowsNoEditor
its in your app data save game folder Engine.ini

/Script/Engine.RendererSettings]
r.Shadow.MaxResolution=512
r.Shadow.RadiusThreshold=0.04
r.Shadow.DistanceScale=0.50
r.ViewDistanceScale=4 ;default 3, 4 to reduce distant pop in of assests.
r.DepthOfFieldQuality=0
r.FastBlurThreshold=0
r.Upscale.Quality=2
r.SceneColorFringeQuality=0 ;chromatic abberation
r.AmbientOcclusionMaxQuality=80 ;100 default slight preformance gain
r.AOReuseAcrossFrames=1
r.SSS.HalfRes=1 ;screen space shadows @ 50% large gain
r.TemporalAAUpsampleFiltered=1
r.HalfResReflections=1
r.Color.Mid=0.46
r.CreateShadersOnLoad=1
r.Shaders.Optimize=1
r.Shaders.FastMath=1
r.UseShaderCaching=1

;My setting for a 3070, you may want to star with defaults or disable shadows (heavy) or reduce sample pixel to half for less load
r.RayTracing.EnableInGame=3
r.RayTracing.Reflections.ScreenPercentage=50
r.RayTracing.Shadows=0
r.RayTracing.AmbientOcclusion=1
r.RayTacing.AmbientOcclusion.SamplesPerPixel=-1
r.RayTracing.Reflections.MaxRoughness=-1
r.RayTracing.Culling=0

HDR works sometimes for me and looks great! still buggy
C:\Users\*Yours\AppData\Local\Pal7\Saved\Config\WindowsNoEditor

GameUserSettings.ini

bUseHDRDisplayOutput=True ;reverts to False after restart??????
HDRDisplayOutputNits=1000
foliage.DensityScale=0.8
grass.DensityScale=0.8
Last edited by TroNiX_404; Dec 2, 2021 @ 9:38am
AustNerevar Dec 2, 2021 @ 5:24pm 
Originally posted by TroNiX_404:
Originally posted by AustNerevar:
You're supposed to edit the ConsoleVariables.ini file for this according to your link but I can't find that file anywhere in the install folder.

C:\Users\*YOUR FOLDER\AppData\Local\Pal7\Saved\Config\WindowsNoEditor
its in your app data save game folder Engine.ini

/Script/Engine.RendererSettings]
r.Shadow.MaxResolution=512
r.Shadow.RadiusThreshold=0.04
r.Shadow.DistanceScale=0.50
r.ViewDistanceScale=4 ;default 3, 4 to reduce distant pop in of assests.
r.DepthOfFieldQuality=0
r.FastBlurThreshold=0
r.Upscale.Quality=2
r.SceneColorFringeQuality=0 ;chromatic abberation
r.AmbientOcclusionMaxQuality=80 ;100 default slight preformance gain
r.AOReuseAcrossFrames=1
r.SSS.HalfRes=1 ;screen space shadows @ 50% large gain
r.TemporalAAUpsampleFiltered=1
r.HalfResReflections=1
r.Color.Mid=0.46
r.CreateShadersOnLoad=1
r.Shaders.Optimize=1
r.Shaders.FastMath=1
r.UseShaderCaching=1

;My setting for a 3070, you may want to star with defaults or disable shadows (heavy) or reduce sample pixel to half for less load
r.RayTracing.EnableInGame=3
r.RayTracing.Reflections.ScreenPercentage=50
r.RayTracing.Shadows=0
r.RayTracing.AmbientOcclusion=1
r.RayTacing.AmbientOcclusion.SamplesPerPixel=-1
r.RayTracing.Reflections.MaxRoughness=-1
r.RayTracing.Culling=0

HDR works sometimes for me and looks great! still buggy
C:\Users\*Yours\AppData\Local\Pal7\Saved\Config\WindowsNoEditor

GameUserSettings.ini

bUseHDRDisplayOutput=True ;reverts to False after restart??????
HDRDisplayOutputNits=1000
foliage.DensityScale=0.8
grass.DensityScale=0.8

Thank you!!!
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Date Posted: Nov 29, 2021 @ 10:09am
Posts: 4