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Alan Wake 2 runs perfectly well on my rig in 4K all maxed out with path tracing on
Cyberpunk 2077 runs very well with path tracing too so this is the last game I play when it comes out.
From now on I will wait a few months before playing new a game
Open start menu > search run and open the run app.
Paste this in :
Hit enter.
There will be a bunch of .ini files in there, open Engine.ini with notepad ( right click > open with )
Scroll down to the very bottom, press enter to add a new line and add the following
[SystemSettings]
r.nanite 0
Close and save the changes, then launch the game again and see if performance has improved.
[SystemSettings]
D3D12.PSO.DriverOptimizedDiskCache=1
D3D12.AsyncDeferredDeletion=1
D3D12.ResidencyManagement=1
D3D12.Aftermath=0
D3D12.InsertOuterOcclusionQuery=1
D3D12.StablePowerState=0
D3D12.SyncThreshold=999
fx.BatchAsync=1
r.NGX.DLSS.denoisermode=1
r.Lumen.Reflections.BilateralFilter=0
r.Lumen.Reflections.ScreenSpaceReconstruction=0
r.Lumen.Reflections.Temporal=0
r.Shadow.Denoiser=0
r.ShaderPipeLineCache.Enabled=1
r.ShaderPipeLineCache.Precompile=1
r.SceneColorFringe.Max=0
r.SceneColorFringeQuality=0
r.motionblurquality=0
r.Distortion=0
r.DisableDistortion=1
[/script/engine.renderersettings]
r.CookOutUnusedDetailModeComponents=1
r.AsyncCompute=1
r.AsyncPipelineCompile=1
r.DontLimitOnBattery=1
r.AOAsyncBuildQueue=1
r.Shaders.Optimize=1
r.UseAsyncShaderPrecompilation=1
r.Streaming.UseAsyncRequestsForDDC=1
r.Streaming.AmortizeCPUToGPUCopy=1
r.Streaming.UseNewMetrics=1
r.Streaming.LimitPoolSizeToVRAM=1
r.OneFrameThreadLag=1
r.RHICmdCollectRHIThreadStatsFromHighLevel=0
r.VolumetricRenderTarget.PreferAsyncCompute=1
r.GPUCrashDebugging=0
r.GPUCrashDump=0
r.GPUCrashDebugging.Aftermath.Markers=0
r.GPUCrashDebugging.Aftermath.Callstack=0
r.GPUCrash.DataDepth=0
r.ShaderLibrary.PrintExtendedStats=0
r.GPUCrash.Collectionenable=0
r.D3D12.GPUCrashDebuggingMode=0
r.CompileShadersForDevelopment=0
s.MaxIncomingRequestsToStall=0
s.MaxReadyRequestsToStallMB=0
r.EnableDebugSpam_GetObjectPositionAndScale=0
memory.LogGenericPlatformMemoryStats=0
fx.ParticlePerfStats.Enabled=0
fx.ParticlePerfStats.Enabled=false
p.Chaos.VisualDebuggerEnable=0
fx.EnableCircularAnimTrailDump=0
r.SceneColorFringe.Max=0
r.SceneColorFringe.Max=0
r.SceneColorFringeQuality=0
r.SceneColorFringeQuality=0
r.Shadow.CachePreshadow=1
r.Shadow.CacheWholeSceneShadows=1
r.UniformBufferPooling=1
r.RHICmdAsyncRHIThreadDispatch=1
r.D3D.RemoveUnusedInterpolators=1
gc.CreateGCClusters=1
p.Chaos.PerParticleCollision.ISPC=1
p.Chaos.Spherical.ISPC=1
p.Chaos.Spring.ISPC=1
p.Chaos.TriangleMesh.ISPC=1
p.Chaos.VelocityField.ISPC=1
vm.OptimizeVMByteCode=1
net.TickAllOpenChannels=0
being.DrawRootMotion=0
fx.Niagara.DebugDraw.Enabled=0
LevelSequence.InvalidBindingTagWarnings=false
TaskGraph.PrintBroadcastWarnings=0
r.Streaming.DefragDynamicBounds=1
r.Emitter.FastPoolEnable=1
r.Shadow.CSMCaching=1
r.LumenScene.Lighting.AsyncCompute=1
r.Bloom.AsyncCompute=1
r.ParallelRendering=1
r.ParallelShadows=1
r.ParallelShadowsNonWholeScene=1
r.ParallelTranslucency=1
r.ParallelVelocity=1
r.ParallelSceneCapture=1
r.ParallelRenderUploads=1
r.ParallelParticleUpdate=1
r.ParallelMeshMerge=1
r.ParallelMeshDrawCommands=1
r.ParallelMeshProcessing=1
r.ParallelPhysicsScene=1
r.ParallelAsyncComputeTranslucency=1
r.ParallelAsyncComputeSkinCache=1
r.ParallelZPrepass=1
r.ParallelLandscapeLayerUpdate=1
r.ParallelLandscapeSplatAtlas=1
r.ParallelLandscapeSplineUpdate=1
r.ParallelLandscapeSplineSegmentCalc=1
r.ParallelDistributedScene=1
r.ParallelBatchDispatch=1
r.ParallelCulling=1
r.ParallelDistanceField=1
r.ParallelReflectionCaptures=1
r.ParallelReflectionEnvironment=1
r.ParallelReflectionShadowing=1
r.ParallelLightingComposition=1
r.ParallelLightingSetup=1
r.ParallelLightingBuild=1
r.ParallelLightingInject=1
r.ParallelLightingPropagation=1
r.ParallelTonemapping=1
r.ParallelPostProcessing=1
r.ParallelShadowFade=1
r.ParallelShadowLights=1
r.ParallelShadowDepth=1
r.ParallelShadowFrustums=1
r.ParallelShadowSplit=1
r.ParallelOnePassPointLightShadowRendering=1
r.ParallelCascadeShadowMaps=1
r.ParallelShadowRendering=1
r.ParallelTranslucentShadowRendering=1
r.ParallelSceneColorGather=1
r.ParallelPhysicsStepAsync=1
r.ParallelDestruction=1
r.ParallelNavOctreeUpdate=1
r.ParallelNavBoundsCalc=1
r.ParallelNavBoundsInit=1
r.ParallelNavBoundsUpdate=1
r.ParallelGameThreadInitTasks=1
r.ParallelGameThreadTickTasks=1
r.ParallelSkeletalClothUpdate=1
r.ParallelSkeletalClothSkinning=1
r.ParallelSkeletalClothBoundsCalc=1
r.ParallelSkeletalClothGather=1
r.ParallelSkeletalClothPrepareSim=1
r.ParallelSkeletalClothSimulate=1
r.ParallelSkeletalClothUpdateVerts=1
r.ParallelSkeletalClothUpdateBounds=1
r.ParallelAnimationUpdate=1
r.ParallelAnimationEvaluation=1
r.ParallelAnimationCompression=1
r.ParallelAnimationRetargeting=1
r.ParallelAnimationStreaming=1
r.ParallelAnimationCompressionAsync=1
r.ParallelAnimationRetargetingAsync=1
r.ParallelAnimationStreamingAsync=1
r.ParallelAnimationCacheConversion=1
r.ParallelAnimationCacheConversionAsync=1
r.ParallelAnimationCacheStreaming=1
r.ParallelTaskShaderCompilation=1
r.ParallelMeshBuildUseJobCulling=1
r.ParallelMeshBuildUseJobMerging=1
r.ParallelBasePass=1
r.ParallelGatherShadowPrimitives=1
r.ParallelInitViews=1
r.ParallelPrePass=1
rhi.ResourceTableCaching=1
rhi.SyncAllowEarlyKick=1
r.RHICmdUseParallelAlgorithms=1
r.RHICmdDeferSkeletalLockAndFillToRHIThread=1
r.AsyncCreateLightPrimitiveInteractions=1
r.EnableAsyncComputeTranslucencyLightingVolumeClear=1
r.Tonemapper.Quality=1
r.Renderer.UseGPUInstancing=1
r.DownsampledOcclusionQueries=1
r.LensBlur.UseGS=1
net.ShareShadowState=0
net.ShareSerializedData=0
net.AllowAsyncLoading=1
r.GPUDefrag.MaxRelocations=0
D3D12.ForceThirtyHz=0
r.UseParallelGetDynamicMeshElementsTasks=1
s.ProcessPrestreamingRequests=1
r.Streaming.StressTest.ExtraAsyncLatency=0
r.PreTileTextures=1
r.VT.ParallelFeedbackTasks=1
r.SupportAllShaderPermutations=0
r.ForceAllCoresForShaderCompiling=1
fx.EarlyScheduleAsync=1
r.Shadow.Preshadows=1
r.ExcludeHLODsFromCachedShadows=0
r.SSS.Burley.EnableProfileIdCache=1
r.TemporalAACatmullRom=1
grass.UseHaltonDistribution=1
r.Streaming.UsePerTextureBias=0
GeometryCache.OffloadUpdate=1
r.AmbientOcclusion.AsyncComputeBudget=1
r.NGX.LogLevel=0
r.VolumetricFog.GridPixelSize=8
r.VolumetricFog.GridSizeZ=256
r.VolumetricFog.HistoryWeight=0.98
r.VolumetricRenderTarget.Mode=3
r.VolumetricRenderTarget.UpsamplingMode=4
r.NGX.DLSS.denoisermode=1
r.Lumen.Reflections.BilateralFilter=0
r.Lumen.Reflections.ScreenSpaceReconstruction=0
r.Lumen.Reflections.Temporal=0
r.Shadow.Denoiser=0
r.ShaderPipeLineCache.Enabled=1
r.ShaderPipeLineCache.Precompile=1
r.motionblurquality=0
r.Distortion=0
r.DisableDistortion=1
[/script/windowstargetplatform.windowstargetsettings]
EnableMathOptimisations=True
[/script/engine.streamingsettings]
s.MinBulkDataSizeForAsyncLoading=0
[/script/engine.garbagecollectionsettings]
gc.CreateGCClusters=1
gc.AllowParallelGC=1
r.ShaderDrawDebug=0
[/script/engine.engine]
bAllowMultiThreadedShaderCompile=True
[/script/akaudio.aksettings]
bEnableMultiCoreRendering=True
[CrashReportClient]
bAgreeToCrashUpload=False
bImplicitSend=False
[/script/winstrumentedprofilerssettings.wtelemetrysettings]
bEnableTelemetry=False
[FATHydraCrashHandler]
LogCrashReportHydra=off
LogCrashUploader=off
[ConsoleVariables]
UseAllCores=True
bAllowMultiThreadedAnimationUpdate=true
bOptimizeAnimBlueprintMemberVariableAccess=true
bTargetsTiledGPU=true
[Core.Log]
LogPluginManager=off
LogOnlineIdentity=off
LogOnlineSession=off
LogMemory=off
LogPakFile=off
LogTemp=off
LogTelemetry=off
LogLinker=off
LogOnline=off
LogOnlineGame=off
LogAnalytics=off
LogConfig=off
LogInteractiveProcess=off
LogInput=off
LogOnlineEntitlement=off
LogOnlineEvents=off
LogOnlineFriend=off
LogOnlinePresence=off
LogOnlineTitleFile=off
LogOnlineUser=off
Global=off
Rename that engine.ini to engine.ini.backup and run the game again so a new one is generated and then set just the command I posted.
It absolutely does change how it looks, but most models aren't such a drastic difference to notice. Here's one of the worst examples I took myself though.
https://imgsli.com/MzE2Mzk3
I'll load in and take shots with nanite on/off with freecam so you can see there's literally no difference to visuals and I'll have an FPS counter on-screen too.
It's gonna be later though as its 7am for me.
Did you... look at the link I posted. I literally took the screenshots myself with nanite enabled and then disabled, back to back. With no other changes.
So again, it definitely does affect how things look (not everything because everything doesn't use nanite) but most objects it's much smaller difference than the comparison that I posted. I found maybe 5 or 6 very low poly models throughout the entire game with nanite disabled.
I did look but it wasn't a like for like screenshot, you'd moved your character between shots so it's more difficult to see any loss of quality when trying to drag the slider.
Freecam + time stop + nanite off/on..
That's how you do a comparison image, then you can see nanite enabled and disabled with no change in perspective.
I've done this before, I'll fire some images in later and I'll include the console command so you can see where nanite is enabled vs disabled.