
Custom Engine.ini
一组UE5指令,据反馈称,其优化效果理应超越最知名的优化模组。
查看大图将 Engine.ini 文件放入 C:\Users\...\AppData\Local\Stalker2\Saved\Config\Windows(Gamepass 和 GOG 版本路径不同),并将其设置为 [b]只读[/b]。
在游戏发布后的半年里,我测试了几个类似模组中的各种引擎调整,并将它们整合到了这个配置中。我之前已经在 [Reddit](https://www.reddit.com/r/stalker/comments/1kcim1i/sharing_my_engineini_config/) 上分享过它。最近我发现,对许多人来说,这个配置比他们尝试的其他配置能带来更好的 FPS。UE5 命令来自 Nexus 上发布的其他模组,例如 [Anti-Stutter Mod](https://www.nexusmods.com/stalker2heartofchornobyl/mods/133)。
我尚未解决的一个问题是在某些室内区域出现的 Lumen Shimmer(泛光闪烁),但默认设置也是如此。我稍后会尝试用其他命令来修复它,但这会影响 FPS。
帖子引用:
[quote]我收集了一系列不影响视觉效果的 Engine.ini 调整,它们来自各种优化模组,到目前为止我已经修改了 **半年**。最近我将其与 "[Ultimate Engine Tweaks](https://www.nexusmods.com/stalker2heartofchornobyl/mods/17)" 结合使用,该模组本身在 CPU 密集型区域给了我约 20% 的 FPS 提升,但在非 CPU 密集型区域却降低了 FPS,并且不知为何,与我先前的引擎设置结合使用时,对 FPS 没有影响。
主要元凶是 `r.Decal.StencilSizeThreshold=0`,所以即使你对我的配置不感兴趣,我建议你从自己的配置中 **删除** 这行,然后比较前后的 FPS。
我在几个截然不同的区域测试了以下配置,与我之前使用过的任何旧版 .ini 相比,在 **所有** 区域都看到了持续性的 FPS 提升。
如果对你来说,你的当前配置能带来更好的性能,很乐意你分享它。
我当前的 PC 配置:3080ti, 5700x3d, 32gb 3600cl18。
我是逐对象运动模糊的粉丝,因为如果没有它,即使在 70 真帧下,画面也会感觉不连贯。我建议你 **尝试** 一下我的配置中包含的这一点点设置。[/quote]
注意:
[list]
[*]在游戏中更改 **任何** 图形设置都会暂时降低 FPS,这很可能是由于它会自动关闭光线重建。重启游戏以恢复性能。
[*]`r.Lumen.TraceDistanceScale=0.2` 在竞技场以及很可能其他室内区域造成了严重的照明问题。已将其移除。
[*]`r.Nanite.Streaming.DynamicallyGrowAllocations=0` 在大约 20 小时的游戏时间后导致崩溃,因此将其设置为 1。
[*]如果遇到 **内存不足错误**,或者在着色器编译期间崩溃,请将以下行的值更改为 **[b]0**[/b],并且只有在拥有 32GB 内存时才使用它:
[code]D3D12.PSO.DriverOptimizedDiskCache=1
[/code][/list]
对我进一步提高画质和 FPS 有帮助的是 [FSR 帧生成替换器](https://www.nexusmods.com/site/mods/738)(如果你没有 RTX 4000 系列及以上显卡,这个很有用)以及 Nvidia [DLDSR](https://www.wepc.com/wp-content/uploads/2022/01/enable-DLDSR.jpg) + DLSS。将 FSR 库放入游戏文件夹后,"DLSS 帧生成" 选项将出现在图形设置中。将其设置为 "开",而不是 "自动"。
以下是我让它看起来的效果截图:在 3080ti 上达到流畅的 100fps,且无输入延迟:
[img]https://i.imgur.com/CKUwfbf.jpeg[/img]
这个 Engine.ini 还会激活 Nvidia [光线重建](https://www.nexusmods.com/stalker2heartofchornobyl/mods/65),并默认强制开启。它能使水坑反射变得非常锐利。你可能需要用来自 [https://www.techpowerup.com/download/nvidia-dlss-3-ray-reconstruction-dll/](https://www.techpowerup.com/download/nvidia-dlss-3-ray-reconstruction-dll/) 的最新 DLL 文件更新游戏目录下的 `S.T.A.L.K.E.R. 2 Heart of Chornobyl\Engine\Plugins\Marketplace\DLSS\Binaries\ThirdParty\Win64` 文件。
有关在其他地方进行的更多优化调整,请参考我的 [置顶评论](https://www.nexusmods.com/stalker2heartofchornobyl/mods/1731?tab=posts)。
[code][Core.System]Paths=../../../Engine/Content
Paths=%GAMEDIR%Content
Paths=../../../Engine/Plugins/2D/Paper2D/Content
Paths=../../../Engine/Plugins/Animation/AnimationWarping/Content
Paths=../../../Engine/Plugins/Animation/ControlRigSpline/Content
Paths=../../../Engine/Plugins/Animation/ControlRig/Content
Paths=../../../Engine/Plugins/Animation/IKRig/Content
Paths=../../../Engine/Plugins/Animation/MotionWarping/Content
Paths=../../../Engine/Plugins/Compositing/OpenColorIO/Content
Paths=../../../Engine/Plugins/Developer/AnimationSharing/Content
Paths=../../../Engine/Plugins/Developer/TraceSourceFiltering/Content
Paths=../../../Engine/Plugins/Editor/BlueprintHeaderView/Content
Paths=../../../Engine/Plugins/Editor/GeometryMode/Content
Paths=../../../Engine/Plugins/Editor/ObjectMixer/LightMixer/Content
Paths=../../../Engine/Plugins/Editor/ObjectMixer/ObjectMixer/Content
Paths=../../../Engine/Plugins/Editor/SpeedTreeImporter/Content
Paths=../../../Engine/Plugins/Enterprise/GLTFExporter/Content
Paths=../../../Engine/Plugins/Experimental/Animation/MotionTrajectory/Content
Paths=../../../Engine/Plugins/Experimental/Animation/PoseSearch/Content
Paths=../../../Engine/Plugins/Experimental/ChaosCaching/Content
Paths=../../../Engine/Plugins/Experimental/ChaosClothEditor/Content
Paths=../../../Engine/Plugins/Experimental/ChaosNiagara/Content
Paths=../../../Engine/Plugins/Experimental/ChaosSolverPlugin/Content
Paths=../../../Engine/Plugins/Experimental/CommonUI/Content
Paths=../../../Engine/Plugins/Experimental/Dataflow/Content
Paths=../../../Engine/Plugins/Experimental/FullBodyIK/Content
Paths=../../../Engine/Plugins/Experimental/GeometryCollectionPlugin/Content
Paths=../../../Engine/Plugins/Experimental/Landmass/Content
Paths=../../../Engine/Plugins/Experimental/PhysicsControl/Content
Paths=../../../Engine/Plugins/Experimental/PythonScriptPlugin/Content
Paths=../../../Engine/Plugins/Experimental/UVEditor/Content
Paths=../../../Engine/Plugins/Experimental/Water/Content
Paths=../../../Engine/Plugins/FX/NiagaraFluids/Content
Paths=../../../Engine/Plugins/FX/Niagara/Content
Paths=../../../Engine/Plugins/Marketplace/ACLPlugin/Content
Paths=../../../Engine/Plugins/Marketplace/DLSS/Content
Paths=../../../Engine/Plugins/Marketplace/FSR3/Content
Paths=../../../Engine/Plugins/Marketplace/PrefabTool/Content
Paths=../../../Engine/Plugins/Marketplace/SkinnedDecalComponent/Content
Paths=../../../Engine/Plugins/Marketplace/XeSS/Content
Paths=../../../Engine/Plugins/Media/MediaCompositing/Content
Paths=../../../Engine/Plugins/MovieScene/MoviePipelineMaskRenderPass/Content
Paths=../../../Engine/Plugins/MovieScene/MovieRenderPipeline/Content
Paths=../../../Engine/Plugins/MovieScene/SequencerScripting/Content
Paths=../../../Engine/Plugins/Runtime/GeometryProcessing/Content
Paths=../../../Engine/Plugins/Runtime/HairStrands/Content
Paths=../../../Engine/Plugins/Runtime/SunPosition/Content
Paths=../../../Engine/Plugins/SRLE/Content
Paths=../../../Engine/Plugins/VirtualProduction/Takes/Content
Paths=../../../Stalker2/Plugins/DiscordRpc/Content
Paths=../../../Stalker2/Plugins/FlyCorridor/Content
Paths=../../../Stalker2/Plugins/GSCFactories/Content
Paths=../../../Stalker2/Plugins/GSCLoadingScreen/Content
Paths=../../../Stalker2/Plugins/GSCNavigation/Content
Paths=../../../Stalker2/Plugins/GameDataEditor/Content
Paths=../../../Stalker2/Plugins/Modio/Content
Paths=../../../Stalker2/Plugins/PlatformProviderController/Content
Paths=../../../Stalker2/Plugins/QuestTool/Content
Paths=../../../Stalker2/Plugins/SmartCovers/Content
Paths=../../../Stalker2/Plugins/Tether/Content
Paths=../../../Stalker2/Plugins/WwiseNiagara/Content
Paths=../../../Stalker2/Plugins/Wwise/Content
;============================================================
;================== 引擎设置 =========================
;============================================================
[/Script/Engine.Engine]
bAllowMultiThreadedShaderCompile=1
bSmoothFrameRate=0 ; 仅当你的显示器启用了 VRR 时才保留,否则请删除它(包括这里和底部的 [ConsoleVariables] 部分)
;============================================================
;================== 渲染器设置 =======================
;============================================================
[/Script/Engine.RendererSettings]
; VRR & 画面撕裂(仅当适用时)
r.VSync=0 ; 仅当你的显示器启用了 VRR 时才保留,否则请删除它(包括这里和底部的 [ConsoleVariables] 部分)
r.D3D11.UseAllowTearing=1 ; 仅当你的显示器启用了 VRR 时才保留,否则请删除它(包括这里和底部的 [ConsoleVariables] 部分)
r.D3D12.UseAllowTearing=1 ; 仅当你的显示器启用了 VRR 时才保留,否则请删除它(包括这里和底部的 [ConsoleVariables] 部分)
; 后期处理设置
r.FilmGrain=0 ; 如果你想保留胶片颗粒,请删除此行(包括这里和底部的 [ConsoleVariables] 部分)
r.Tonemapper.GrainQuantization=0 ; 如果你想保留胶片颗粒,请删除此行(包括这里和底部的 [ConsoleVariables] 部分)
r.NT.Lens.ChromaticAberration.Intensity=0 ; 如果你想保留色差,请删除此行(包括这里和底部的 [ConsoleVariables] 部分)
r.SceneColorFringe.Max=0 ; 如果你想保留色差,请删除此行(包括这里和底部的 [ConsoleVariables] 部分)
r.SceneColorFringeQuality=0 ; 如果你想保留色差,请删除此行(包括这里和底部的 [ConsoleVariables] 部分)
r.MaxAnisotropy=16
r.Tonemapper.Sharpen=0.2
; TAA 设置
r.DefaultFeature.AntiAliasing=2
r.PostProcessAAQuality=6
r.Reflections.Denoiser.TemporalAccumulation=1
r.Reflections.Denoiser=2
r.TemporalAA.Algorithm=1
r.TemporalAA.Upsampling=1
r.TemporalAACurrentFrameWeight=0.2
r.TemporalAAFilterSize=1.0
r.TemporalAASamples=4
r.TemporalAASharpness=0
; DLSS/FSR/XeSS 设置
r.BasePassForceOutputsVelocity=1
r.FidelityFX.FSR.RCAS=0
r.FidelityFX.FSR2.AutoExposure=1
r.FidelityFX.FSR2.Sharpness=0.0
r.FidelityFX.FSR3.AutoExposure=1
r.FidelityFX.FSR3.Sharpness=0.0
r.FidelityFX.FSR4.AutoExposure=1
r.FidelityFX.FSR4.Sharpness=0.0
r.NGX.DLSS.AutoExposure=1
r.NGX.DLSS.EnableAutoExposure=1
r.NGX.DLSS.PreferNISSharpen=0
r.NGX.DLSS.Sharpness=0
r.NIS.Enable=0
r.XeSS.AutoExposure=1
; D3D11 设置
D3D11.AFRUseFramePacing=1
D3D11.Aftermath=0
D3D11.AsyncDeferredDeletion=1
D3D11.ForceThirtyHz=0
D3D11.InsertOuterOcclusionQuery=1
D3D11.MaximumFrameLatency=3
D3D11.ResidencyManagement=1
; D3D12 设置
D3D12.AFRUseFramePacing=1
D3D12.Aftermath=0
D3D12.AsyncDeferredDeletion=1
D3D12.ForceThirtyHz=0
D3D12.InsertOuterOcclusionQuery=1
D3D12.MaximumFrameLatency=3
D3D12.ResidencyManagement=1
; 异步 & 管线功能
r.AOAsyncBuildQueue=1
r.AsyncCompute.AdaptiveBuffer=1
r.AsyncCompute.ParallelDispatch=1
r.AsyncCompute=1
r.AsyncCreateLightPrimitiveInteractions=1
r.AsyncPipelineCompile=1
r.CompileShadersForDevelopment=0
r.CookOutUnusedDetailModeComponents=1
r.D3D.RemoveUnusedInterpolators=1
r.EnableAsyncComputeTranslucencyLightingVolumeClear=1
r.EnableAsyncComputeVolumetricFog=1
r.UseAsyncShaderPrecompilation=1
; GPU 崩溃管理
r.D3D11.GPUCrashDebuggingMode=0
r.D3D11.GPUTimeout=0
r.D3D12.GPUCrashDebuggingMode=0
r.D3D12.GPUTimeout=0
r.GPUCrash.Collectionenable=0
r.GPUCrash.DataDepth=0
r.GPUCrashDebugging.Aftermath.Callstack=0
r.GPUCrashDebugging.Aftermath.Markers=0
r.GPUCrashDebugging=0
r.GPUCrashDump=0
r.GPUDefrag.MaxRelocations=0
; RHI & 线程
r.GraphicsThread.EnableBackgroundThreads=1
r.GraphicsThread.UseThreadedDestruction=1
r.GTSyncType=2
r.RHICmdUseParallelAlgorithms=1
r.RHICmdUseThread=1
r.RHIThread.Priority=2
r.RHIThread=1
; RHI 同步 & 缓存
RHI.ResourceTableCaching=1
RHI.SyncAllowEarlyKick=1
RHI.SyncThreshold=999
; 其他 RHI 设置
r.RHI.UseParallelDispatch=1
r.RHICmdBuffer.EnableThreadedCompletion=1
r.RHICmdBypass=0
; I/O & 虚拟纹理
r.IO.UseDirectStorage=1
r.IO.VirtualTextures=1
; Lumen 设置
r.Lumen.DiffuseIndirect.Allow=1
r.Lumen.DiffuseIndirect.AsyncCompute=1
r.LumenScene.Lighting.AsyncCompute=1
r.Lumen.ScreenProbeGather.AsyncCompute=1
; 并行计算设置
r.ParallelAnimationCacheConversion=1
r.ParallelAnimationCacheConversionAsync=1
r.ParallelAnimationCacheStreaming=1
r.ParallelAnimationCompression=1
r.ParallelAnimationCompressionAsync=1
r.ParallelAnimationEvaluation=1
r.ParallelAnimationRetargeting=1
r.ParallelAnimationRetargetingAsync=1
r.ParallelAnimationStreaming=1
r.ParallelAnimationStreamingAsync=1
r.ParallelAnimationUpdate=1
r.ParallelAsyncComputeSkinCache=1
r.ParallelAsyncComputeTranslucency=1
r.ParallelBasePass=1
r.ParallelBatchDispatch=1
r.ParallelCulling=1
r.ParallelDestruction=1
r.ParallelDistanceField=1
r.ParallelDistributedScene=1
r.ParallelGraphics=1
r.ParallelInitViews=1
r.ParallelLandscapeLayerUpdate=1
r.ParallelLandscapeSplatAtlas=1
r.ParallelLandscapeSplineSegmentCalc=1
r.ParallelLandscapeSplineUpdate=1
r.ParallelLightingBuild=1
r.ParallelLightingComposition=1
r.ParallelLightingInject=1
r.ParallelLightingPropagation=1
r.ParallelLightingSetup=1
r.ParallelMeshBuildUseJobCulling=1
r.ParallelMeshBuildUseJobMerging=1
r.ParallelMeshDrawCommands=1
r.ParallelMeshMerge=1
r.ParallelMeshProcessing=1
r.ParallelNavBoundsCalc=1
r.ParallelNavBoundsInit=1
r.ParallelNavBoundsUpdate=1
r.ParallelNavOctreeUpdate=1
r.ParallelParticleUpdate=1
r.ParallelPhysicsScene=1
r.ParallelPhysicsStepAsync=1
r.ParallelPostProcessing=1
r.ParallelPrePass=1
r.ParallelReflectionCaptures=1
r.ParallelReflectionEnvironment=1
r.ParallelRendering=1
r.ParallelRenderUploads=1
r.ParallelSceneCapture=1
r.ParallelSceneColorGather=1
r.ParallelShaderCompile=1
r.ParallelSkeletalClothBoundsCalc=1
r.ParallelSkeletalClothGather=1
r.ParallelSkeletalClothPrepareSim=1
r.ParallelSkeletalClothSimulate=1
r.ParallelSkeletalClothSkinning=1
r.ParallelSkeletalClothUpdate=1
r.ParallelSkeletalClothUpdateBounds=1
r.ParallelSkeletalClothUpdateVerts=1
r.ParallelTaskShaderCompilation=1
r.ParallelTonemapping=1
r.ParallelTranslucency=1
r.ParallelVelocity=1
r.ParallelZPrepass=1
; 管线 & 目标
r.PipelineStateCache.AsyncCompileAfterTypes=1
r.PreTileTextures=1
r.RDG.AsyncCompute=1
r.Renderer.UseGPUInstancing=1
; 渲染线程
r.RenderThread.EnableTaskGraphThread=1
r.RenderThread.Priority=2
; 着色器统计
r.ShaderLibrary.PrintExtendedStats=0
; 阴影 & 大气
r.Shadow.Virtual.Enable=1
r.SkyAtmosphere.AerialPerspectiveLUT.FastApplyOnOpaque=1
r.SSS.Burley.EnableProfileIdCache=1
; VRS & 虚拟纹理
r.VRS.ContrastAdaptiveShading=0
r.VRS.Enable=1
r.VRS.EnableImage=1
r.VRS.Tier=2
r.VT.ParallelFeedbackTasks=1
; 纹理流送 & 线程池
r.TextureStreaming.DiscardUnusedMips=1
r.TextureStreaming.UseBackgroundThreadPool=1
r.TextureStreaming.UseDeferredLock=1
r.TextureStreaming=1
r.ThreadPool.BackgroundThreadPriority=0
r.ThreadPool.EnableBackgroundThreads=1
r.ThreadPool.EnableHighPriorityThreads=1
; 流送
r.Streaming.DefragDynamicBounds=1
r.Streaming.LimitPoolSizeToVRAM=1
r.Streaming.MaxMipLevelReduction=0
r.Streaming.StressTest.ExtraAsyncLatency=0
r.Streaming.UseAsyncRequestsForDDC=1
r.Streaming.UseBackgroundThreadPool=1
r.Streaming.UseNewMetrics=1
r.Streaming.UsePerTextureBias=1
;---------------------- 杂项 ----------------------
r.AllowMultiThreadedShaderCreation=1
r.DontLimitOnBattery=1
r.DumpGPU=0
r.Emitter.FastPoolEnable=1
r.EnableDebugSpam_GetObjectPositionAndScale=0
r.EnableMultiThreadedRendering=1
r.FinishCurrentFrame=0
r.ForceAllCoresForShaderCompiling=1
r.ForceOcclusionQueryBatching=1
r.GeometryCollection.Nanite.AsyncCompute=1
r.GeometryCollection.Nanite=1
r.NGX.LogLevel=0
r.OneFrameThreadLag=1
r.ShaderDrawDebug=0
r.Shaders.Optimize=1
r.SupportAllShaderPermutations=0
r.ThreadedShaderCompilation=1
r.UniformBufferPooling=1
;============================================================
;================== 纹理流送 =======================
;============================================================
[TextureStreaming]
PoolSizeVRAMPercentage=75
;============================================================
;================== 流送设置 ======================
;============================================================
[/Script/Engine.StreamingSettings]
s.AsyncLoadingThreadEnabled=1
s.AsyncLoadingThreadPriority=2
s.MinBulkDataSizeForAsyncLoading=262144
s.ProcessPrestreamingRequests=1
;============================================================
;================== 垃圾回收设置 =============
;============================================================
[/Script/Engine.GarbageCollectionSettings]
gc.AllowParallelGC=1
gc.MultithreadedDestructionEnabled=1
;============================================================
;================== 着色器编译器设置 ================
;============================================================
[ShaderCompiler]
bAllowAsynchronousShaderCompiling=1
bAllowCompilingThroughWorkerThreads=1
bAsyncShaderCompileWorkerThreads=1
bEnableOptimizedShaderCompilation=1
MaxShaderJobBatchSize=150
MaxShaderJobs=1000
NumUnusedShaderCompilingThreads=2
;============================================================
;================== 着色器管线缓存 ===================
;============================================================
[ShaderPipelineCache]
r.ShaderPipelineCache.AsyncCompileRate=32
r.ShaderPipelineCache.BackgroundBatchSize=32
r.ShaderPipelineCache.BatchTime=3
r.ShaderPipelineCache.Enabled=1
r.ShaderPipelineCache.PrecompileBatchTime=5
r.ShaderPipelineCache.PrecompileFrameTime=20
r.ShaderPipelineCache.StartupCache=1
;============================================================
;================== 开发者选项:着色器 ====================
;============================================================
[DevOptions.Shaders]
bAllowShaderCompilingWorker=1
bOptimizeForLocalShaderBuilds=1
bUseBackgroundCompiling=1
WorkerThreadPriority=0
;============================================================
;================== 输入设置 ==========================
;============================================================
[Engine.InputSettings]
bEnableMouseSmoothing=0
bViewAccelerationEnabled=0
RawMouseInputEnabled=1
;============================================================
;================== 渲染线程设置 ===============
;============================================================
[RenderingThread]
bAllowAsyncRenderThreadUpdates=1
bAllowThreadedRendering=1
;============================================================
;================== 物理设置 ========================
;============================================================
[Physics]
p.AsyncSceneEnabled=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
p.Chaos.VisualDebuggerEnable=0
;================== 音频 (AK) 设置 =====================
;============================================================
[/Script/AKAudio.AkSettings]
bEnableMultiCoreRendering=1
;============================================================
;================== 崩溃报告客户端 =====================
;============================================================
[CrashReportClient]
bAgreeToCrashUpload=0
bImplicitSend=0
;============================================================
;================== 日志设置 ============================
;============================================================
[Core.Log]
Global=none
LogAI=none
LogAnalytics=none
LogAnimation=none
LogBlueprint=none
LogConfig=none
LogCore=none
LogInput=none
LogInteractiveProcess=none
LogLinker=none
LogMemory=none
LogNetwork=none
LogOnline=none
LogOnlineEntitlement=none
LogOnlineEvents=none
LogOnlineFriend=none
LogOnlineGame=none
LogOnlineIdentity=none
LogOnlinePresence=none
LogOnlineSession=none
LogOnlineTitleFile=none
LogOnlineUser=none
LogPakFile=none
LogPhysics=none
LogPluginManager=none
LogRenderer=none
LogRenderTargetPool=none
LogShaderCompiler=none
LogStreaming=none
LogTelemetry=none
LogTemp=none
LogUObject=none
+Suppress=Error
+Suppress=Scriptlog
+Suppress=Scriptwarning
+Suppress=Warning
;============================================================
;================== 错误处理 ==========================
;============================================================
[Engine.ErrorHandling]
bPromptForRemoteDebugging=0
bPromptForRemoteDebugOnEnsure=0
;============================================================
;================== 遥测设置 ======================
;============================================================
[/Script/WInstrumentedProfilersSettings.WTelemetrySettings]
bEnableTelemetry=0
;============================================================
;================== HYDRA 崩溃处理器 =====================
;============================================================
[FATHydraCrashHandler]
LogCrashReportHydra=0
LogCrashUploader=0
;============================================================
;================== 网络设置 ========================
;============================================================
[/Script/Engine.NetworkSettings]
net.AllowAsyncLoading=1
;============================================================
;================== 控制台变量 ======================= (为了绕过游戏加载时的覆盖,许多 CVAR 在此处有目的地重复)
;============================================================
[ConsoleVariables]
r.VSync=0 ; 仅当你的显示器启用了 VRR 时才保留,否则请删除它(包括这里和顶部的 [/Script/Engine.RendererSettings] 部分)
r.D3D11.UseAllowTearing=1 ; 仅当你的显示器启用了 VRR 时才保留,否则请删除它(包括这里和顶部的 [/Script/Engine.RendererSettings] 部分)
r.D3D12.UseAllowTearing=1 ; 仅当你的显示器启用了 VRR 时才保留,否则请删除它(包括这里和顶部的 [/Script/Engine.RendererSettings] 部分)
bSmoothFrameRate=0 ; 仅当你的显示器启用了 VRR 时才保留,否则请删除它(包括这里和顶部的 [/Script/Engine.Engine] 部分)
t.AllowSmoothFrameRate=0 ; 仅当你的显示器启用了 VRR 时才保留,否则请删除它
r.FilmGrain=0 ; 如果你想保留胶片颗粒,请删除此行(包括这里和顶部的 [/Script/Engine.RendererSettings] 部分)
r.Tonemapper.GrainQuantization=0 ; 如果你想保留胶片颗粒,请删除此行(包括这里和顶部的 [/Script/Engine.RendererSettings] 部分)
r.NT.Lens.ChromaticAberration.Intensity=0 ; 如果你想保留色差,请删除此行(包括这里和顶部的 [/Script/Engine.RendererSettings] 部分)
r.SceneColorFringe.Max=0 ; 如果你想保留色差,请删除此行(包括这里和顶部的 [/Script/Engine.RendererSettings] 部分)
r.SceneColorFringeQuality=0 ; 如果你想保留色差,请删除此行(包括这里和顶部的 [/Script/Engine.RendererSettings] 部分)
AllowAsyncRenderThreadUpdatesDuringGamethreadUpdates=0
AudioThread.BatchAsyncBatchSize=256
AudioThread.EnableBatchProcessing=1
bAgreeToCrashUpload=0
bAllowAsynchronousShaderCompiling=1
bAllowAsyncRenderThreadUpdates=1
bAllowCompilingThroughWorkerThreads=1
bAllowMultiThreadedAnimationUpdate=1
bAllowMultiThreadedShaderCompile=1
bAllowShaderCompilingWorker=1
bAllowThreadedRendering=1
bAsyncShaderCompileWorkerThreads=1
bCanBlueprintsTickByDefault=0
bEnableMouseSmoothing=0
bEnableMultiCoreRendering=1
bEnableOptimizedShaderCompilation=1
bEnableTelemetry=0
bImplicitSend=0
bOptimizeAnimBlueprintMemberVariableAccess=1
bOptimizeForLocalShaderBuilds=1
bPromptForRemoteDebugging=0
bPromptForRemoteDebugOnEnsure=0
bSmoothFrameRate=0
bSupportsGPUScene=1
bSupportsWaveOperations=1
bUseAsyncComputeContext=1
bUseBackgroundCompiling=1
bViewAccelerationEnabled=0
csv.trackWaitsGT=0
csv.trackWaitsRT=0
D3D11.AFRUseFramePacing=1
D3D11.Aftermath=0
D3D11.AsyncDeferredDeletion=1
D3D11.ForceThirtyHz=0
D3D11.InsertOuterOcclusionQuery=1
D3D11.MaximumFrameLatency=3
D3D11.ResidencyManagement=1
D3D12.AFRUseFramePacing=1
D3D12.Aftermath=0
D3D12.AsyncDeferredDeletion=1
D3D12.ForceThirtyHz=0
D3D12.InsertOuterOcclusionQuery=1
D3D12.MaximumFrameLatency=3
D3D12.ResidencyManagement=1
EnableMathOptimisations=1
FX.AllowAsyncTick=1
FX.BatchAsync=1
FX.BatchAsyncBatchSize=128
FX.EarlyScheduleAsync=1
fx.EnableCircularAnimTrailDump=0
fx.Niagara.AsyncCompute=1
fx.Niagara.DebugDraw.Enabled=0
fx.ParticlePerfStats.Enabled=0
gc.AllowParallelGC=1
gc.MultithreadedDestructionEnabled=1
GeometryCache.OffloadUpdate=1
landscape.RenderNanite=1
LogAI=none
LogAnalytics=none
LogAnimation=none
LogBlueprint=none
LogConfig=none
LogCore=none
LogCrashReportHydra=0
LogCrashUploader=0
LogInput=none
LogInteractiveProcess=none
LogLinker=none
LogMemory=none
LogNetwork=none
LogOnline=none
LogOnlineEntitlement=none
LogOnlineEvents=none
LogOnlineFriend=none
LogOnlineGame=none
LogOnlineIdentity=none
LogOnlinePresence=none
LogOnlineSession=none
LogOnlineTitleFile=none
LogOnlineUser=none
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