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It's interestingly enough perhaps Unreal Engine 5.1?
I placed in my engine ini inside
C:\Users\------\AppData\Local\EnGarde\Saved\Config\Windows
[SystemSettings]
r.BloomQuality=0
r.MotionBlur.Max=0
r.MotionBlurQuality=0
r.DepthOfFieldQuality=0
r.SceneColorFringe.Max=0
r.SceneColorFringeQuality=0
r.LensFlareQuality=0
r.Tonemapper.Quality=0
r.Tonemapper.GrainQuantization=0
bDefaultFeatureMotionBlur=False
bDefaultFeatureLensFlare=False
r.DefaultFeature.MotionBlur=0
r.DefaultFeature.MotionBlur=False
r.DefaultFeature.LensFlare=0
r.DefaultFeature.LensFlare=False
r.ForceHighestMipOnUITextures=1
r.Shadow.MaxResolution=2048
r.Shadow.MaxCSMResolution=2048
r.VolumetricCloud.SkyAO.MaxResolution=2048
r.VolumetricCloud.ShadowMap.MaxResolution=2048
r.TextureStreaming=1
r.MaxAnisotropy=16
r.VT.MaxAnisotropy=16
r.CAS.Sharpen=0.75
r.CapsuleShadowsFullResolution=0
r.DFFullResolution=0
r.SSGI.HalfRes=1
r.SSS.Checkerboard=1
r.SSR.HalfResSceneColor=1
r.GTAO.Downsample=1
r.TemporalAA.AllowDownsampling=1
[/script/engine.renderersettings]
r.Streaming.Boost=1
r.Streaming.CheckBuildStatus=1
r.Streaming.DefragDynamicBounds=1
r.Streaming.UseAsyncRequestsForDDC=1
r.Streaming.AmortizeCPUToGPUCopy=1
r.Streaming.LimitPoolSizeToVRAM=1
r.Streaming.UseBackgroundThreadPool=true
r.UseShaderCaching=1
r.ShaderPipelines=1
r.ShaderComplexity.CacheShaders=1
r.Shaders.AllowCompilingThroughWorkers=1
r.Shaders.Optimize=1
r.Shaders.FastMath=1
r.ShaderPipelineCache.Enabled=1
r.ShaderPipelineCache.PreOptimizeEnabled=1
r.ShaderPipelineCache.SaveUserCache=1
r.CompileShadersForDevelopment=0
r.ForceAllCoresForShaderCompiling=1
r.UseShaderPredraw=1
r.UseAsyncShaderPrecompilation=1
r.MeshDrawCommands.AllowOnDemandShaderCreation=1
r.MeshDrawCommands.DynamicInstancing=1
r.RDG.AsyncCompute=2
r.MultithreadedShadowmapEncode=1
r.MultithreadedLightmapEncode=1
r.AOAsyncBuildQueue=1
r.AsyncCreateLightPrimitiveInteractions=1
r.AsyncPipelineCompile=1
r.EnableAsyncComputeTranslucencyLightingVolumeClear=1
r.XGEShaderCompile.Mode=1
r.XGEShaderCompile=1
s.AsyncLoadingThreadEnabled=True
FX.AllowAsyncTick=1
r.OneFrameThreadLag=1
r.bForceCPUAccessToGPUSkinVerts=1
r.RHICmdAsyncRHIThreadDispatch=1
r.DoPrepareDistanceFieldSceneAfterRHIFlush=1
r.Cache.UpdatePrimsTaskEnabled=1
GeometryCache.OffloadUpdate=1
fx.Niagara.AllowVisibilityCullingForDynamicBounds=1
fx.Niagara.Solo.AllowAsyncWorkToEndOfFrame=1
fx.Niagara.AllowAsyncWorkToEndOfFrame=1
fx.Niagara.AllowDeferredReset=1
gc.MultithreadedDestructionEnabled=1
tick.AllowAsyncComponentTicks=true
tick.AllowAsyncTickCleanup=true
tick.AllowAsyncTickDispatch=true
AllowAsyncRenderThreadUpdates=1
AllowAsyncRenderThreadUpdatesEditor=1
AllowAsyncRenderThreadUpdatesDuringGamethreadUpdates=1
bOcclusionCulling=True
bTextureStreaming=True
r.TextureStreaming=1
r.AllowOcclusionQueries=1
r.AllowPrecomputedVisibility=1
r.VirtualTexture=1
r.VirtualTextureReducedMemory=1
r.SupportDepthOnlyIndexBuffers=1
r.SupportReversedIndexBuffers=1
r.HZBOcclusion=0
r.GPUCrashDebugging=0
r.Upscale.Quality=5
r.Upscale.Softness=1
r.Downsample.Quality=1
r.DownsampledOcclusionQueries=1
r.TemporalAA.AllowDownsampling=1
r.PostProcessAAQuality=4
r.TemporalAA.Upsampling=1
r.TemporalAA.Algorithm=1
r.ScreenPercentage=70
r.TemporalAASamples=4
[/script/engine.localplayer]
AspectRatioAxisConstraint=AspectRatio_MaintainYFOV
[/script/aimodule.aisystem]
bEnableDebuggerPlugin=False
[Core.Log]
LogPluginManager=all off
LogOnlineIdentity=all off
LogOnlineSession=all off
LogMemory=all off
LogPakFile=all off
LogTemp=all off
LogLinker=all off
LogOnline=all off
LogOnlineGame=all off
LogAnalytics=all off
LogConfig=all off
LogInteractiveProcess=all off
LogInput=all off
LogOnlineEntitlement=all off
LogOnlineEvents=all off
LogOnlineFriend=all off
LogOnlinePresence=all off
LogOnlineTitleFile=all off
LogOnlineUser=all off
Global=off
But most are probably nonfunctional since those I usually use for UE4, never played a UE5 game before.
Also would love an upscaling option like DLSS or FSR as the image quality of this game (and other UE5 games tbh) is very soft.
TSR has existed in UE4 for a while but almost no dev ever implements it in the options menu, but you could always enable it with engine ini tweaks.
(See PCGW UE4 article, you can see the cvars in my previous post)
TSR is basically FSR2, almost as good, with similar downsides of course, it's no DLSS2+
Thanks i'll give that a shot also.