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If the resolution is getting doubled my PC cant take it at 8k.
EDIT: This is what I was looking for. Now my hardware is doing something.
Like Gmork said, 100 is good for 4K.
You're welcome
Because some hardware doesn't support it, that's why it's not the default option in most of games, but recent UE4 games should support it fine, i've tested it a bit and seems there is no issue for using it with Scarlet Nexus and it improve the performance by ~10% on my GTX 1060.
With my gtx 1080ti it made me drop 20 fps in some situations. (with the weirds purples shaders effect i guess). I'm playing in 1440p though.
For reference to all original Unreal Reference Scalability options, properties, and console variables.
Here is the official UE docs;
https://docs.unrealengine.com/4.26/en-US/TestingAndOptimization/PerformanceAndProfiling/Scalability/ScalabilityReference/
Setting a negative Mipmap Bias can add more depth detail to textures
sg.TextureQuality 3
r.MaxAnisotropy=8
r.Streaming.PoolSize=1000
r.Streaming.MipBias=0 ; default
ie.
r.Streaming.MipBias=-1 ; -one to three sharper detail
r.Streaming.MipBias=3 ; softer blur
Max default settings
sg.PostProcessQuality 3
r.BlurGBuffer=-1
r.AmbientOcclusionLevels=3
r.AmbientOcclusionRadiusScale=1.0
r.DepthOfFieldQuality=2
r.RenderTargetPoolMin=400
r.LensFlareQuality=2
r.SceneColorFringeQuality=1
r.EyeAdaptationQuality=2
r.BloomQuality=5
r.FastBlurThreshold=7
r.Upscale.Quality=3
r.Tonemapper.GrainQuantization=1
sg.ShadowQuality 3
r.LightFunctionQuality=1
r.ShadowQuality=5
r.Shadow.CSM.MaxCascades=4
r.Shadow.MaxResolution=1024
r.Shadow.RadiusThreshold=0.03
r.Shadow.DistanceScale=1.0
r.Shadow.CSM.TransitionScale=1.0
sg.EffectsQuality 3
r.TranslucencyLightingVolumeDim=64
r.RefractionQuality=2
r.SSR.Quality=1
r.SceneColorFormat=4
r.DetailMode=2
r.TranslucencyVolumeBlur=1
r.MaterialQualityLevel=1
[FoliageQuality@3]
foliage.DensityScale=1.0
grass.DensityScale=1.0
Do you know of a line we could add to disable the vignette effect?
This is not needed since settings Scalability to 4 already apply max quality settings.
https://github.com/EpicGames/UnrealEngine/blob/4.25/Engine/Config/BaseScalability.ini
(You should link your github account to an epic game account for seeing file)
You can add:
r.Tonemapper.Quality=1
But this will also disable Shadow Tint and Grain.
Hmm, I think I have some conflicting lines or something then. I already had this line in my file but I still have a vignette effect.
Can you post your Engine.ini ?
[SystemSettings]
r.ScreenPercentage=125 ; slight natural AA, game default = 100
r.Filter.SizeScale=2 ; double sample count for bloom/DoF, game default = 1
r.LightFunctionQuality=3 ; use highest light function quality, game default = 1
r.MaxAnisotropy=16 ; use 16x AF, game default = 8
r.TonemapperFilm=1
r.Tonemapper.Quality=5
r.Tonemapper.Sharpen=1 ; sharpens the image slightly (try 1 for even sharper image and see which you prefer), game default = 0
r.Streaming.MipBias=-3 ; always use best mips, default = 0
r.MipMapLodBias=-3 ; always use best mips, default = 0
r.SSS.HalfRes=0 ; use full resolution for SSS, default = 1
r.EmitterSpawnRateScale=2 ; increase emitter (fog/smoke) spawn rate, default = 1
r.ViewDistanceScale=2 ; makes viewable & LOD distance of objects 3x, less pop-in of things, game default = 1
r.StaticMeshLODDistanceScale=0.2 ; increase static mesh LOD distances, lower = larger distance. game default = 1
foliage.LODDistanceScale=5 ; increase grass LOD distance, not much perf impact. game default = 1
r.SkeletalMeshLODBias=-2 ; increase character LOD distances. game default = 0
r.MinScreenRadiusForLights=0.01 ; game culls lights based on their size on the screen, lower the culling size so that more lights can stay onscreen. game default = 0.03
r.DefaultFeature.AntiAliasing=2
r.PostProcessAAQuality=6
r.TemporalAASamples=2
r.TemporalAACurrentFrameWeight=0.01
r.SceneColorFringe.Max=0
r.SceneColorFringeQuality=0
r.LensFlareQuality=0
r.DefaultFeature.MotionBlur=0
r.MotionBlur.Max=0
r.MotionBlurQuality=0