The Lord of the Rings: Return to Moria™

The Lord of the Rings: Return to Moria™

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Khrainos🧿 Aug 31, 2024 @ 1:14pm
Differnces between Low and Epic graphics setting?
Because of this games lack of options for graphics, what are the actually differnces between the graphical options.

I genuinely do no spot any other than gaining lots of fps on Low settings
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Showing 1-15 of 16 comments
catch22atplay Aug 31, 2024 @ 3:00pm 
Just making some assumptions because it's UE5. For Epic it sets everything to 3 which is typically Ultra. Can see this in C:\Users\xxxxx\AppData\Local\Moria\Saved\Config\WindowsNoEditor\GameUserSettings.ini file.

sg.ViewDistanceQuality=3 0=near, 1=med, 2=far, 3=ultra
sg.AntiAliasingQuality=3 see below
sg.ShadowQuality=3 0=off, 1=med, 2=high, 3=ultra
sg.PostProcessQuality=3 0=low, 1=med, 2=high, 3=ultra
sg.TextureQuality=3 0=low, 1=med, 2=high, 3=ultra
sg.EffectsQuality=3 0=low, 1=med, 2=high, 3=ultra
sg.FoliageQuality=3 0=low, 1=med, 2=high, 3=ultra
sg.ShadingQuality=3 0=low, 1=med, 2=high, 3=ultra

UE3 i believe AA 3 setting is TSR Ultra not sure though. Lower setting no idea really.

I noticed there's no settings as such;

sg.GlobalIlluminationQuality=3
sg.ReflectionQuality=3

So it's not adjustable i guess. I'd assume it's using GI and reflections as it's UE5. At least i'd hope so. If dev console works i guess i could see if it's on.

Just note that i'm just trying to make a comparison based on the engine. I don't know exactly how each quality setting is. I just grabbed another game's setting that uses the same engine and looked at that one.
Last edited by catch22atplay; Aug 31, 2024 @ 3:04pm
Kozary Nov 20, 2024 @ 6:09pm 
Here you go this is everything that changes between ultra/low if you set all those scalability groups in the post above to 4 and then increase all of these settings you get a cinematic config. #PC MASTER RACE

Mor.AI.Performance.MaximumFullScalabilityCharacterCount | Int32 | -1 | 0x1000040 (Scalability, SetByScalability) Maximum number of characters that are allowed to run their updates every frame. <0 for unlimited. Mor.AI.Performance.MaximumHighMeshLODEnemies | Int32 | 30 | 0x1000040 (Scalability, SetByScalability) Maximum number of enemies that are allowed to run at high animation quality (also allows high mesh LOD). Mor.AI.Performance.MaximumMediumMeshLODEnemies | Int32 | 50 | 0x1000040 (Scalability, SetByScalability) Maximum number of enemies that are allowed to run at medium animation quality (also allows medium mesh LOD). Mor.AI.Performance.MaximumMediumScalabilityCharacterCount | Int32 | -1 | 0x1000040 (Scalability, SetByScalability) Maximum number of characters that are allowed to run their updates at 20FPS. <0 for unlimited. Mor.AI.Performance.MaximumShadowedEnemyCount | Int32 | 28 | 0x1000040 (Scalability, SetByScalability) Maximum number of enemies that are allowed to cast shadows. foliage.DensityScale | Float | 1.000000 | 0x1000040 (Scalability, SetByScalability) Controls the amount of foliage to render. Foliage must opt-in to density scaling through the foliage type. fx.Niagara.QualityLevel | Int32 | 3 | 0x1000040 (Scalability, SetByScalability) The quality level for Niagara Effects. grass.densityScale | Float | 1.000000 | 0x1000040 (Scalability, SetByScalability) Multiplier on all grass densities. r.AmbientOcclusionMaxQuality | Float | 100.000000 | 0x1000060 (RenderThreadSafe, Scalability, SetByScalability) Defines the max clamping value from the post process volume's quality level for ScreenSpace Ambient Occlusion 100: don't override quality level from the post process volume (default) 0..99: clamp down quality level from the post process volume to the maximum set by this cvar -100..0: Enforces a different quality (the absolute value) even if the postprocessvolume asks for a lower quality. r.AmbientOcclusionMipLevelFactor | Float | 0.400000 | 0x1000060 (RenderThreadSafe, Scalability, SetByScalability) Controls mipmap level according to the SSAO step id 0: always look into the HZB mipmap level 0 (memory cache trashing) 0.5: sample count depends on post process settings (default) 1: Go into higher mipmap level (quality loss) r.AmbientOcclusionRadiusScale | Float | 1.000000 | 0x1000060 (RenderThreadSafe, Scalability, SetByScalability) Allows to scale the ambient occlusion radius (SSAO). 0:off, 1.0:normal, <1:smaller, >1:larger r.CapsuleShadows | Int32 | 1 | 0x1000060 (RenderThreadSafe, Scalability, SetByScalability) Whether to allow capsule shadowing on skinned components with bCastCapsuleDirectShadow or bCastCapsuleIndirectShadow enabled. r.DFShadowQuality | Int32 | 3 | 0x1000060 (RenderThreadSafe, Scalability, SetByScalability) Defines the distance field shadow method which allows to adjust for quality or performance. 0:off, 1:low (20 steps, no SSS), 2:medium (32 steps, no SSS), 3:high (64 steps, SSS, default) r.DetailMode | Int32 | 2 | 0x1000060 (RenderThreadSafe, Scalability, SetByScalability) Current detail mode; determines whether components of actors should be updated/ ticked. 0: low, show only object with DetailMode low or higher 1: medium, show all object with DetailMode medium or higher 2: high, show all objects (default) r.DistanceFieldAO | Int32 | 1 | 0x1000060 (RenderThreadSafe, Scalability, SetByScalability) Whether the distance field AO feature is allowed, which is used to implement shadows of Movable sky lights from static meshes. r.DistanceFields.AtlasSizeZ | Int32 | 1024 | 0x1000060 (RenderThreadSafe, Scalability, SetByScalability) Max size of the global mesh distance field atlas volume texture in Z. r.EmitterSpawnRateScale | Float | 1.000000 | 0x1000060 (RenderThreadSafe, Scalability, SetByScalability) A global scale upon the spawn rate of emitters. Emitters can choose to apply or ignore it via their bApplyGlobalSpawnRateScale property. r.Filter.SizeScale | Float | 1.000000 | 0x1000060 (RenderThreadSafe, Scalability, SetByScalability) Allows to scale down or up the sample count used for bloom and Gaussian depth of field (scale is clamped to give reasonable results). Values down to 0.6 are hard to notice 1 full quality (default) >1 more samples (slower) <1 less samples (faster, artifacts with HDR content or boxy results with GaussianDOF) r.HairStrands.Visibility.MSAA.SamplePerPixel | Int32 | 4 | 0x1000060 (RenderThreadSafe, Scalability, SetByScalability) Hair strands visibility sample count (2, 4, or 8) r.MaterialQualityLevel | Int32 | 1 | 0x1000060 (RenderThreadSafe, Scalability, SetByScalability) 0 corresponds to low quality materials, as defined by quality switches in materials, 1 corresponds to high, 2 for medium, and 3 for Epic. r.MaxAnisotropy | Int32 | 8 | 0x1000060 (RenderThreadSafe, Scalability, SetByScalability) MaxAnisotropy should range from 1 to 16. Higher values mean better texure quality when using anisotropic filtering but at a cost to performance. Default is 4. r.ParticleLightQuality | Int32 | 2 | 0x1000040 (Scalability, SetByScalability) 0: No lights. 1:Only simple lights. 2:Simple+HQ lights r.RenderTargetPoolMin | Int32 | 400 | 0x1000060 (RenderThreadSafe, Scalability, SetByScalability) If the render target pool size (in MB) is below this number there is no deallocation of rendertargetsDefault is 200 MB. r.SSGI.Quality | Int32 | 3 | 0x1000060 (RenderThreadSafe, Scalability, SetByScalability) Quality setting to control number of ray shot with SSGI, between 1 and 4 (defaults to 4). r.SSR.HalfResSceneColor | Int32 | 0 | 0x1000060 (RenderThreadSafe, Scalability, SetByScalability) Use half res scene color as input for SSR. Improves performance without much of a visual quality loss. r.SSR.Quality | Int32 | 3 | 0x1000060 (RenderThreadSafe, Scalability, SetByScalability) Whether to use screen space reflections and at what quality setting. (limits the setting in the post process settings which has a different scale) (costs performance, adds more visual realism but the technique has limits) 0: off (default) 1: low (no glossy) 2: medium (no glossy) 3: high (glossy/using roughness, few samples) 4: very high (likely too slow for real-time) r.SSS.HalfRes | Int32 | 0 | 0x1000060 (RenderThreadSafe, Scalability, SetByScalability) 0: full quality (Combined Burley and Separable pass. Separable is not optimized, as reference) 1: parts of the algorithm runs in half resolution which is lower quality but faster (default, Separable only) r.SSS.Quality | Int32 | 1 | 0x1000060 (RenderThreadSafe, Scalability, SetByScalability) Defines the quality of the recombine pass when using the SubsurfaceScatteringProfile shading model 0: low (faster, default) 1: high (sharper details but slower) -1: auto, 1 if TemporalAA is disabled (without TemporalAA the quality is more noticable) r.SSS.SampleSet | Int32 | 2 | 0x1000060 (RenderThreadSafe, Scalability, SetByScalability) Defines how many samples we use for Separable Screenspace Subsurface Scattering feature. 0: lowest quality (6*2+1) 1: medium quality (9*2+1) 2: high quality (13*2+1) (default) r.SSS.Scale | Float | 1.000000 | 0x1000060 (RenderThreadSafe, Scalability, SetByScalability) Affects the Screen space Separable subsurface scattering pass (use shadingmodel SubsurfaceProfile, get near to the object as the default) is human skin which only scatters about 1.2cm) 0: off (if there is no object on the screen using this pass it should automatically disable the post process pass) <1: scale scatter radius down (for testing) 1: use given radius form the Subsurface scattering asset (default) >1: scale scatter radius up (for testing) r.SceneColorFormat | Int32 | 4 | 0x1000060 (RenderThreadSafe, Scalability, SetByScalability) Defines the memory layout (RGBA) used for the scene color (affects performance, mostly through bandwidth, quality especially with translucency). 0: PF_B8G8R8A8 32Bit (mostly for testing, likely to unusable with HDR) 1: PF_A2B10G10R10 32Bit 2: PF_FloatR11G11B10 32Bit 3: PF_FloatRGB 32Bit 4: PF_FloatRGBA 64Bit (default, might be overkill, especially if translucency is mostly using SeparateTranslucency) 5: PF_A32B32G32R32F 128Bit (unreasonable but good for testing) r.SeparateTranslucencyScreenPercentage | Float | 100.000000 | 0x1000040 (Scalability, SetByScalability) Render separate translucency at this percentage of the full resolution. r.Shadow.CSM.TransitionScale | Float | 1.000000 | 0x1000060 (RenderThreadSafe, Scalability, SetByScalability) Allows to scale the cascaded shadow map transition region. Clamped within 0..2. 0: no transition (fastest) 1: as specific in the light settings (default) 2: 2x larger than what was specified in the light r.Shadow.PreShadowResolutionFactor | Float | 1.000000 | 0x1000060 (RenderThreadSafe, Scalability, SetByScalability) Mulitplier for preshadow resolution r.ShadowQuality | Int32 | 3 | 0x1000060 (RenderThreadSafe, Scalability, SetByScalability) Defines the shadow method which allows to adjust for quality or performance. 0:off, 1:low(unfiltered), 2:low .. 5:max (default) r.SkyAtmosphere.AerialPerspectiveLUT.DepthResolution | Float | 16.000000 | 0x1000060 (RenderThreadSafe, Scalability, SetByScalability) The number of depth slice to use for the aerial perspective volume texture. r.SkyAtmosphere.AerialPerspectiveLUT.SampleCountMaxPerSlice | Float | 4.000000 | 0x1000060 (RenderThreadSafe, Scalability, SetByScalability) The sample count used per slice to evaluate aerial perspective. The effective sample count is usually lower and depends on SampleCountScale on the component as well as .ini files. scattering and transmittance in camera frustum space froxel. r.SkyAtmosphere.FastSkyLUT.SampleCountMax | Float | 128.000000 | 0x1000060 (RenderThreadSafe, Scalability, SetByScalability) Fast sky maximum sample count used to compute sky/atmosphere scattering and transmittance. The maximum sample count used to compute FastSkyLUT scattering. The effective sample count is usually lower and depends on distance and SampleCountScale on the component, as well as .ini files. The minimal value will be clamped to r.SkyAtmosphere.FastSkyLUT.SampleCountMin + 1. r.SkyAtmosphere.FastSkyLUT.SampleCountMin | Float | 4.000000 | 0x1000060 (RenderThreadSafe, Scalability, SetByScalability) Fast sky minimum sample count used to compute sky/atmosphere scattering and transmittance. The minimal value will be clamped to 1. r.SkyAtmosphere.SampleCountMin | Float | 4.000000 | 0x1000060 (RenderThreadSafe, Scalability, SetByScalability) The minimum sample count used to compute sky/atmosphere scattering and transmittance. The minimal value will be clamped to 1. r.SkyAtmosphere.TransmittanceLUT.UseSmallFormat | Int32 | 0 | 0x1000060 (RenderThreadSafe, Scalability, SetByScalability) If true, the transmittance LUT will use a small R8BG8B8A8 format to store data at lower quality. r.SkyLight.RealTimeReflectionCapture | Int32 | 1 | 0x1000040 (Scalability, SetByScalability) Make sure the sky light real time capture is not run on platform where it is considered out of budget. Cannot be changed at runtime. r.Streaming.AmortizeCPUToGPUCopy | Int32 | 0 | 0x1000040 (Scalability, SetByScalability) If set and r.Streaming.MaxNumTexturesToStreamPerFrame > 0, limit the number of 2D textures streamed from CPU memory to GPU memory each frame r.Streaming.Boost | Float | 1.000000 | 0x1000040 (Scalability, SetByScalability) =1.0: normal <1.0: decrease wanted mip levels >1.0: increase wanted mip levels r.Streaming.LimitPoolSizeToVRAM | Int32 | 0 | 0x1000040 (Scalability, SetByScalability) If non-zero, texture pool size with be limited to how much GPU mem is available. r.Streaming.MaxNumTexturesToStreamPerFrame | Int32 | 0 | 0x1000040 (Scalability, SetByScalability) Maximum number of 2D textures allowed to stream from CPU memory to GPU memory each frame. <= 0 means no limit. This has no effect if r.Streaming.AmortizeCPUToGPUCopy is not set r.Streaming.MipBias | Float | 0.000000 | 0x1000040 (Scalability, SetByScalability) 0..x reduce texture quality for streaming by a floating point number. 0: use full resolution (default) 1: drop one mip 2: drop two mips r.TranslucencyLightingVolumeDim | Int32 | 64 | 0x1000060 (RenderThreadSafe, Scalability, SetByScalability) Dimensions of the volume textures used for translucency lighting. Larger textures result in higher resolution but lower performance. r.TranslucencyVolumeBlur | Int32 | 1 | 0x1000060 (RenderThreadSafe, Scalability, SetByScalability) Whether to blur the translucent lighting volumes. 0:off, otherwise on, default is 1 r.Upscale.Quality | Int32 | 3 | 0x1000060 (RenderThreadSafe, Scalability, SetByScalability) Defines the quality in which ScreenPercentage and WindowedFullscreen scales the 3d rendering. 0: Nearest filtering 1: Simple Bilinear 2: Directional blur with unsharp mask upsample. 3: 5-tap Catmull-Rom bicubic, approximating Lanczos 2. (default) 4: 13-tap Lanczos 3. 5: 36-tap Gaussian-filtered unsharp mask (very expensive, but good for extreme upsampling). r.VT.MaxAnisotropy | Int32 | 8 | 0x1000060 (RenderThreadSafe, Scalability, SetByScalability) MaxAnisotropy setting for Virtual Texture sampling. r.VolumetricFog.GridPixelSize | Int32 | 16 | 0x1000060 (RenderThreadSafe, Scalability, SetByScalability) XY Size of a cell in the voxel grid, in pixels. r.VolumetricFog.GridSizeZ | Int32 | 64 | 0x1000060 (RenderThreadSafe, Scalability, SetByScalability) How many Volumetric Fog cells to use in z.
wikkid_witch Nov 30, 2024 @ 10:13pm 
Originally posted by Kozary:
Here you go this is everything that changes between ultra/low if you set all those scalability groups in the post above to 4 and then increase all of these settings you get a cinematic config. #PC MASTER RACE

If i set them to 4 they reset every time I turn the game on.
Kozary Nov 30, 2024 @ 11:42pm 
Originally posted by wikkid_witch:
If i set them to 4 they reset every time I turn the game on.

use read only that's if the game even shipped with cinematic scalability i never checked. You can get a 50% increase in fps in your base while maintaining ultra fidelity if you set it up right.

I just run cinematic tone mapping, shadows, max draw distances and LODS in the engine.ini. Which are setting parameters when i checked in the console.
Last edited by Kozary; Nov 30, 2024 @ 11:44pm
wikkid_witch Dec 1, 2024 @ 7:49am 
Originally posted by Kozary:
Originally posted by wikkid_witch:
If i set them to 4 they reset every time I turn the game on.

use read only that's if the game even shipped with cinematic scalability i never checked. You can get a 50% increase in fps in your base while maintaining ultra fidelity if you set it up right.

I just run cinematic tone mapping, shadows, max draw distances and LODS in the engine.ini. Which are setting parameters when i checked in the console.

Read only check. My engine.ini only has paths. None of your previously mentioned settings show up in engine or gameusersettings.
wikkid_witch Dec 1, 2024 @ 7:50am 
Thanks for the help btw. sorry you're leading the blind here, ha.
Kozary Dec 1, 2024 @ 8:28am 
this is the fps tweak for weaker systems and anyone that wants to pull some draw distance/lod tweaks that make marginal difference.

This takes the default epic settings i dumped straight from the games active convars for the most part so if you want to run your game on low with the engine.ini set to ultra you can gain about 50% performance near a hearth potentially because it does not set any of the lighting effects to ultra. Just remember all the lighting some post processing and effects is set to low if you do this while remaining high fidelity elsewhere it is a good compromise for a weaker system.

This turns TAA off so make sure DLSS is enabled. To enable set antialiasing flag to 2

Copy and paste at the bottom of your engine.ini no need to set read only

I keep my game on epic w/ all the extra tweaks because In 4k dlss quality I get something like 60-80fps in heavily built up areas and 80-120 capped exploring with 2080 ti in SLI.

[/script/engine.renderersettings] sg.ViewDistanceQuality=4 sg.ShadingQuality=4 sg.TextureQuality=4 r.DefaultFeature.AntiAliasing=1 r.PostProcessAAQuality=6 r.SceneColorFringe.Max=0 r.DepthOfFieldQuality=0 r.DepthOfField.FarBlur=0 r.FastBlurThreshold=0 r.MotionBlur.Max=0 r.MotionBlur.Amount=0 r.MotionBlurSeparable=0 r.Tonemapper.Quality=3 foliage.LODDistanceScale=4 foliage.DensityScale=3 grass.densityScale=4 r.ViewDistanceScale=4 r.MipMapLodBias=-3 r.LandscapeLODBias=-3 r.ParticleLODBias=0.1 r.ParticleLightQuality=2 r.SkeletalMeshLODBias=-3 r.EmitterSpawnRateScale=3 r.MaterialQualityLevel=3 r.MaxAnisotropy=16 r.VT.MaxAnisotropy=16 r.SSGI.Quality=0 r.ShadowQuality=5 r.Shadow.DistanceScale=4 r.Shadow.RadiusThreshold=0.01 r.Shadow.MaxCSMResolution=4096 r.Shadow.MaxResolution=4096 r.Shadow.MaxSoftKernelSize=80 r.Shadow.MinPreShadowResolution=8 r.Shadow.MinResolution=8 r.Shadow.FadeResolution=4 r.Shadow.TexelsPerPixel=10 r.Shadow.TexelsPerPixelPointlight=2.4 r.Shadow.TexelsPerPixelSpotlight=2.4 r.Shadow.ShadowMapResolutionForAtlasedLightShadows=4096 r.Shadow.PerObject=1 r.SkyLight.RealTimeReflectionCapture=1 r.VolumetricFog=1 r.VolumetricFog.GridPixelSize=64 r.VolumetricFog.GridSizeZ=16 fx.Niagara.QualityLevel=3 r.CapsuleShadows=1 r.RenderTargetPoolMin=400 r.SceneColorFormat=4 r.SSS.HalfRes=0 r.SSS.Quality=1 r.SSS.SampleSet=2 r.SSS.Scale=1 r.AmbientOcclusionMaxQuality=100 r.AmbientOcclusionMipLevelFactor=0.4 r.AmbientOcclusionRadiusScale=1 [SystemSettings] Mor.AI.Performance.MaximumHighMeshLODEnemies=30 Mor.AI.Performance.MaximumFullScalabilityCharacterCount=-1 Mor.AI.Performance.MaximumMediumMeshLODEnemies=50 Mor.AI.Performance.MaximumMediumScalabilityCharacterCount=-1 Mor.AI.Performance.MaximumShadowedEnemyCount=28 r.DefaultFeature.MotionBlur=0 r.Streaming.PoolSize=6000 r.Streaming.HLODStrategy=2 r.Streaming.AmortizeCPUToGPUCopy=0 r.Streaming.Boost=2 r.Streaming.LimitPoolSizeToVRAM=0 r.Streaming.MaxNumTexturesToStreamPerFrame=0 r.Streaming.MipBias=0 r.OneFrameThreadLag=0
Last edited by Kozary; Dec 1, 2024 @ 8:29am
wikkid_witch Dec 1, 2024 @ 9:42am 
Im on a 4090. Sorry for hijacking. I'm just looking for more optimal settings. It appears that cinematic makes fog look too bright around fires.
Kozary Dec 1, 2024 @ 10:31am 
If referring to the engine.ini it lowers vol fog to the lowest

just increasing lod and view distance + remove any potential blur.

[/script/engine.renderersettings] r.PostProcessAAQuality=6 r.SceneColorFringe.Max=0 r.DepthOfFieldQuality=0 r.DepthOfField.FarBlur=0 r.FastBlurThreshold=0 r.MotionBlur.Max=0 r.MotionBlur.Amount=0 r.MotionBlurSeparable=0 foliage.LODDistanceScale=4 foliage.DensityScale=3 grass.densityScale=4 r.ViewDistanceScale=4 r.MipMapLodBias=-3 r.LandscapeLODBias=-3 r.ParticleLODBias=0.1 r.ParticleLightQuality=2 r.SkeletalMeshLODBias=-3 r.EmitterSpawnRateScale=3 r.MaterialQualityLevel=3 r.MaxAnisotropy=16 r.VT.MaxAnisotropy=16 r.SSGI.Quality=4 r.ShadowQuality=5 r.Shadow.DistanceScale=4 r.Shadow.RadiusThreshold=0.01 r.Shadow.MaxCSMResolution=4096 r.Shadow.MaxResolution=4096 r.Shadow.MaxSoftKernelSize=80 r.Shadow.MinPreShadowResolution=8 r.Shadow.MinResolution=8 r.Shadow.FadeResolution=4 r.Shadow.TexelsPerPixel=10 r.Shadow.TexelsPerPixelPointlight=2.4 r.Shadow.TexelsPerPixelSpotlight=2.4 r.Shadow.ShadowMapResolutionForAtlasedLightShadows=4096 r.Shadow.PerObject=1 r.SceneColorFormat=4

edit- optimal would be to download the old version of moria and cvar dump the pre-nerfed lighting around hearths and see if the nerf was hard coded or config only. Bit too nit picky for me lol
Last edited by Kozary; Dec 1, 2024 @ 10:44am
wikkid_witch Dec 1, 2024 @ 12:12pm 
You're the MVP. I would say that is over my head. My game looks better for sure.
LMK if you have any more optimal settings later on any of the ini files. Thank you!
Kozary Dec 9, 2024 @ 11:29am 
I know i said i would not be that petty but if you add

r.SkyLightingQuality=0

to the end of your ini it reverts the 1.33 patch lighting and in my opinion it looks sick.
Hey guys, I was looking for a way to boost FPS and/or decrease GPU usage and found this topic. Unfortunately after using the parameters below from Kozary, i've found the game to have some weird shading or lighting issue near the edges of character and also structures i suppose. It looks like the shadow would be separated from body. I want to return to default settings for Low graphics but removing the engine.ini doesn't help. . Can you guys help?

Originally posted by Kozary:
this is the fps tweak for weaker systems and anyone that wants to pull some draw distance/lod tweaks that make marginal difference.

This takes the default epic settings i dumped straight from the games active convars for the most part so if you want to run your game on low with the engine.ini set to ultra you can gain about 50% performance near a hearth potentially because it does not set any of the lighting effects to ultra. Just remember all the lighting some post processing and effects is set to low if you do this while remaining high fidelity elsewhere it is a good compromise for a weaker system.

This turns TAA off so make sure DLSS is enabled. To enable set antialiasing flag to 2

Copy and paste at the bottom of your engine.ini no need to set read only

I keep my game on epic w/ all the extra tweaks because In 4k dlss quality I get something like 60-80fps in heavily built up areas and 80-120 capped exploring with 2080 ti in SLI.

[/script/engine.renderersettings] sg.ViewDistanceQuality=4 sg.ShadingQuality=4 sg.TextureQuality=4 r.DefaultFeature.AntiAliasing=1 r.PostProcessAAQuality=6 r.SceneColorFringe.Max=0 r.DepthOfFieldQuality=0 r.DepthOfField.FarBlur=0 r.FastBlurThreshold=0 r.MotionBlur.Max=0 r.MotionBlur.Amount=0 r.MotionBlurSeparable=0 r.Tonemapper.Quality=3 foliage.LODDistanceScale=4 foliage.DensityScale=3 grass.densityScale=4 r.ViewDistanceScale=4 r.MipMapLodBias=-3 r.LandscapeLODBias=-3 r.ParticleLODBias=0.1 r.ParticleLightQuality=2 r.SkeletalMeshLODBias=-3 r.EmitterSpawnRateScale=3 r.MaterialQualityLevel=3 r.MaxAnisotropy=16 r.VT.MaxAnisotropy=16 r.SSGI.Quality=0 r.ShadowQuality=5 r.Shadow.DistanceScale=4 r.Shadow.RadiusThreshold=0.01 r.Shadow.MaxCSMResolution=4096 r.Shadow.MaxResolution=4096 r.Shadow.MaxSoftKernelSize=80 r.Shadow.MinPreShadowResolution=8 r.Shadow.MinResolution=8 r.Shadow.FadeResolution=4 r.Shadow.TexelsPerPixel=10 r.Shadow.TexelsPerPixelPointlight=2.4 r.Shadow.TexelsPerPixelSpotlight=2.4 r.Shadow.ShadowMapResolutionForAtlasedLightShadows=4096 r.Shadow.PerObject=1 r.SkyLight.RealTimeReflectionCapture=1 r.VolumetricFog=1 r.VolumetricFog.GridPixelSize=64 r.VolumetricFog.GridSizeZ=16 fx.Niagara.QualityLevel=3 r.CapsuleShadows=1 r.RenderTargetPoolMin=400 r.SceneColorFormat=4 r.SSS.HalfRes=0 r.SSS.Quality=1 r.SSS.SampleSet=2 r.SSS.Scale=1 r.AmbientOcclusionMaxQuality=100 r.AmbientOcclusionMipLevelFactor=0.4 r.AmbientOcclusionRadiusScale=1 [SystemSettings] Mor.AI.Performance.MaximumHighMeshLODEnemies=30 Mor.AI.Performance.MaximumFullScalabilityCharacterCount=-1 Mor.AI.Performance.MaximumMediumMeshLODEnemies=50 Mor.AI.Performance.MaximumMediumScalabilityCharacterCount=-1 Mor.AI.Performance.MaximumShadowedEnemyCount=28 r.DefaultFeature.MotionBlur=0 r.Streaming.PoolSize=6000 r.Streaming.HLODStrategy=2 r.Streaming.AmortizeCPUToGPUCopy=0 r.Streaming.Boost=2 r.Streaming.LimitPoolSizeToVRAM=0 r.Streaming.MaxNumTexturesToStreamPerFrame=0 r.Streaming.MipBias=0 r.OneFrameThreadLag=0
Last edited by Orzel Faststar; Jan 29 @ 5:12am
lx Feb 4 @ 10:41am 
you should remove the ini while the game is not running. also steam might be pulling it from the cloud
I have done this while the game was not running, also its not pulling the file from cloud as it remains unchanged after game created it again.
lx Feb 13 @ 8:43am 
have you used the ingame options to (re)set the graphics? if not, do it. the ini should not have the stuff you have added to it
Last edited by lx; Feb 13 @ 8:46am
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Date Posted: Aug 31, 2024 @ 1:14pm
Posts: 16