--- Commands tested without using any mods --- --- Already set to 0 (disabled) by the game --- r.FinishCurrentFrame r.HZBOcclusion s.AsyncLoadingUseFullTimeLimit --- Already set to 1 (enabled) or highest quality by the game --- r.AsyncCreateLightPrimitiveInteractions r.AsyncPipelineCompile r.FidelityFX.FSR.RCAS.Enabled r.OneFrameThreadLag r.PostProcessAAQuality r.RDG.AsyncCompute r.Shaders.FastMath r.Shaders.Optimize r.Streaming.MipBias r.XGEShaderCompile FX.AllowAsyncTick fx.Niagara.AllowAsyncWorkToEndOfFrame s.AsyncLoadingThreadEnabled s.UseBackgroundLevelStreaming --- Game overwrites/doesn't do anything --- r.DefaultFeature.AntiAliasing r.ReflectionCaptureResolution r.SkeletalMeshLODBias r.TemporalAASamples r.Tonemapper.Sharpen s.AsyncLoadingTimeLimit s.LevelStreamingActorsUpdateTimeLimit --- Doesn't work properly --- r.TemporalAACatmullRom r.MaxAnisotropy (even at 16 still blurry, set in NVIDIA Control Panel instead - doesn't work the same for AMD) --- Not recognized by the game --- r.Streaming.DropMips r.UseShaderCaching r.UseShaderPredraw FX.AllowCulling --- Game already has it's own cache built, doesn't do anything if you don't compile PSO generated looking at UE docs --- r.ShaderPipelineCache.Enabled=1 r.ShaderPipelineCache.LazyLoadShadersWhenPSOCacheIsPresent=1 r.ShaderPipelineCache.LogPSO=1 r.ShaderPipelineCache.PreOptimizeEnabled=1 r.ShaderPipelineCache.SaveBoundPSOLog=1 r.ShaderPipelineCache.SaveUserCache=1 r.ShaderPipelineCache.StartupMode=1 --- DLSS --- # Game uses DLSS 3.5.0.0 r.NGX.DLSS.Sharpness (does not work with DLSS 2.5.1 or higher) r.NGX.DLSS.AutoExposure (0 = Off, 1 = On [Default]) r.NGX.DLSS.Quality (Using 2 will cause the game to use 0 instead [-2 = Ultra Performance, -1 = Performance, 0 = Balanced, 1 = Quality, 2 = Ultra Quality]) r.NGX.DLAA.Enable (Does not work, not enabled in UE project) r.NGX.DLSS.Preset=3 (0 = project setting, 1 = A, 2 = B, 3 = C [Default], 4 = D, 5 = E [need DLSS 3.7 or higher], 6 = F, 7 = G [not implemented yet])