darkelf100 发表于 2025-6-12 07:00

去除色差,模糊,景深,胶片颗粒...engine.ini........

放到


\AppData\Local\MindsEye\Saved\Config\Windows\


虚幻游戏都一样改。。。备份,设为只读


r.DefaultFeature.MotionBlur=0
r.MotionBlurQuality=0
r.NT.Lens.ChromaticAberration.Intensity=0
r.Tonemapper.GrainQuantization=0
r.DepthOfFieldQuality=0
r.FilmGrain=0
r.NT.DOF.NTBokehTransform=0
r.NT.Lens.Distortion.Stretch=0
r.NT.Lens.Distortion.Intensity=0
r.NT.Lens.Softness.RadiusSampleCount=0
r.NT.Lens.Softness.Intensity=0
r.SceneColorFringeQuality=0
r.NT.DOF.RotationalBokeh=0
r.Tonemapper.Quality=0


之前发的剑星的6G显存优化贴,更多虚幻设置,可自己改加到心之眼里.。。

上古4重制,光与影33也一样,发了一堆。


https://bbs.3dmgame.com/thread-6599850-1-1.html



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darkelf100 发表于 2025-6-12 09:17

本帖最后由 ancientdoom 于 2025-6-13 09:59 编辑

2. 禁用 Lumen 以获得最大 FPS:
   - 为了回收 GPU 周期,完全禁用动态全局光照和反射。
   - 在 `/Script/Engine.RendererSettings` 下粘贴以下内容:
   ```
   r.Lumen.GlobalIllumination=0
   r.Lumen.Reflections=0
   r.Lumen.SceneDetail=0
   r.Lumen.SceneLightingQuality=0
   

3. 低显存 GPU(≤4 GB):
   - 减少纹理池并按需流式加载,以避免内存不足的卡顿。
   - 在 `` 下放置以下内容:
   ```
   PoolSizeVRAMPercentage=65
   r.Streaming.FullyLoadUsedTextures=0
   

4. 弱 CPU(6 核心):
   - 降低异步加载和着色器编译线程,以防止 CPU 争用。
   - 在 `/Script/Engine.StreamingSettings` 和 `` 下粘贴以下内容:
   ```
   s.AsyncLoadingThreadEnabled=1
   s.AsyncLoadingThreadPriority=1
   bAllowAsynchronousShaderCompiling=1
   MaxShaderJobs=300
   

5. 无抗锯齿(超高 FPS):
   - 关闭所有抗锯齿,以在非常低端的 GPU 上获得最大吞吐量。
   - 在 `/Script/Engine.RendererSettings` 下粘贴以下内容:
   ```
   r.DefaultFeature.AntiAliasing=0
   r.PostProcessAAQuality=0
   

6. 平衡 NVIDIA DLSS(RTX 卡):
   - 启用 DLSS 平衡模式,以获得约 30% 的帧率提升,并保持良好的图像质量。
   - 在 `/Script/Engine.RendererSettings` 下粘贴以下内容:
   ```
   r.NGX.DLSS.Enable=1
   r.NGX.DLSS.Quality=1
   r.NGX.DLSS.AutoExposure=1
   r.NGX.DLSS.EnableAutoExposure=1



7. AMD XeSS 用户:
   - 如果你安装了 AMD FidelityFX Super Resolution 插件,在 `/Script/Engine.RendererSettings` 下替换以下内容:
   ```
   r.XeSS.Enable=1
   r.XeSS.Quality=1
   

8. 禁用 Nanite 并降低阴影:
   - 关闭 Nanite 并降低虚拟阴影图分辨率,以在几何密集场景中获得更流畅的性能。
   - 在 `/Script/Engine.RendererSettings` 下粘贴以下内容:
   ```
   r.Nanite=0
   r.Shadow.Virtual.MaxResolution=512


9. 最便宜的反射方法:
   - 回退到简单的屏幕空间反射,而不是昂贵的光线追踪或 Lumen。
   - 在 `/Script/Engine.RendererSettings` 下粘贴以下内容:
   ```
   r.Reflections.Method=0



可试试看如何。。。自己按需改。

上古4的。。。。。。






r.VSync=0
r.D3D12.UseAllowTearing=1
r.FilmGrain=0
r.Tonemapper.GrainQuantization=0
r.NT.Lens.ChromaticAberration.Intensity=0
r.SceneColorFringe.Max=0
r.SceneColorFringeQuality=0
r.MaxAnisotropy=8
r.Tonemapper.Sharpen=0.5      ; increased from 0.2 to 0.5 for sharper visuals
r.DefaultFeature.AntiAliasing=2
r.Reflections.Denoiser=2
r.Reflections.Denoiser.TemporalAccumulation=1
r.TemporalAA.Algorithm=1
r.TemporalAACurrentFrameWeight=0.2
r.TemporalAAFilterSize=1.0
r.TemporalAASamples=4
r.TemporalAASharpness=0
r.TemporalAA.Upsampling=1
r.PostProcessAAQuality=6
r.NGX.DLSS.AutoExposure=1
r.NGX.DLSS.EnableAutoExposure=1
r.NGX.DLSS.Enable=1
r.NGX.DLSS.Quality=1             ; 0=Performance, 1=Balanced, 2=Quality
r.BasePassForceOutputsVelocity=1
r.Lumen.DiffuseIndirect.Allow=1      ; keeping Lumen ON for better GI
r.AsyncCompute=1
r.AsyncCompute.AdaptiveBuffer=1
r.AOAsyncBuildQueue=1
r.AsyncCompute.ParallelDispatch=1
r.AsyncCreateLightPrimitiveInteractions=1
r.AsyncPipelineCompile=1
r.UseAsyncShaderPrecompilation=1
r.EnableAsyncComputeVolumetricFog=1
r.RHIThread=1
r.RHIThread.Priority=2
r.RHICmdUseParallelAlgorithms=1
r.RenderThread.EnableTaskGraphThread=1
r.RenderThread.Priority=2
r.RHI.UseParallelDispatch=1
r.RHICmdBuffer.EnableThreadedCompletion=1
r.RHICmdBypass=0
r.GraphicsThread.EnableBackgroundThreads=1
r.GraphicsThread.UseThreadedDestruction=1
r.GTSyncType=2
r.ShaderPipelineCache.Enabled=1
r.ShaderPipelineCache.SaveUserCache=1
r.ShaderPipelineCache.StartupMode=3
r.ShaderPipelineCache.AsyncCompileRate=32
r.ShaderPipelineCache.BackgroundBatchSize=32
r.ShaderPipelineCache.PrecompileBatchTime=5
r.ShaderPipelineCache.PrecompileFrameTime=20
r.ShaderPipelineCache.BatchTime=3
r.Lumen.GlobalIllumination=0
r.Lumen.Reflections=0
r.Lumen.SceneDetail=0
r.Lumen.SceneLightingQuality=0





PoolSizeVRAMPercentage=90         ; keep safe for 8GB VRAM
r.Streaming.FullyLoadUsedTextures=1; added to eliminate runtime pop-in (longer load at start OK)


s.AsyncLoadingThreadEnabled=1
s.AsyncLoadingThreadPriority=2
s.MinBulkDataSizeForAsyncLoading=262144
s.ProcessPrestreamingRequests=1


gc.AllowParallelGC=1
gc.MultithreadedDestructionEnabled=1


bAllowAsynchronousShaderCompiling=1
bAllowCompilingThroughWorkerThreads=1
bAsyncShaderCompileWorkerThreads=1
bEnableOptimizedShaderCompilation=1
MaxShaderJobBatchSize=150
MaxShaderJobs=1000
NumUnusedShaderCompilingThreads=2


bAllowMultiThreadedShaderCompile=1


bAllowShaderCompilingWorker=1
bOptimizeForLocalShaderBuilds=1
bUseBackgroundCompiling=1
WorkerThreadPriority=0


bEnableMouseSmoothing=0
bViewAccelerationEnabled=0
RawMouseInputEnabled=1


bAllowAsyncRenderThreadUpdates=1
bAllowThreadedRendering=1


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


bAgreeToCrashUpload=0
bImplicitSend=0


Global=none
LogStreaming=none
LogShaderCompiler=none
LogRenderTargetPool=none
LogOnline=none
+Suppress=ScriptWarning
+Suppress=Warning
+Suppress=Error


t.MaxFPS=0
s.PriorityAsyncLoadingExtraTime=275.0
s.LevelStreamingActorsUpdateTimeLimit=250.0
s.PriorityLevelStreamingActorsUpdateExtraTime=250.0



光与影33的,低配设置。。。。


; RayTracing: Enables realistic lighting (0 = off, faster)
r.RayTracing=0
; Lumen.GlobalIllumination: Adds advanced lighting (0 = off, faster)
r.Lumen.GlobalIllumination=0
; Lumen.Reflections: Adds advanced reflections (0 = off, faster)
r.Lumen.Reflections=0
; BloomQuality: Controls glow around bright objects (0 = off, clearer)
r.BloomQuality=0
; DepthOfFieldQuality: Blurs distant objects (0 = off, sharper)
r.DepthOfFieldQuality=0
; Fog: Controls fog visibility (0 = off, clearer)
r.Fog=0
; VolumetricFog: Adds realistic fog effects (0 = off, faster)
r.VolumetricFog=0
; MotionBlurQuality: Blurs fast movement (0 = off, clearer)
r.MotionBlurQuality=0
; LensFlareQuality: Adds light streaks (0 = off, clearer)
r.LensFlareQuality=0
; SceneColorFringeQuality: Reduces color distortion at edges (0 = off, clearer)
r.SceneColorFringeQuality=0
; Tonemapper.Quality: Controls color and brightness (1 = basic, balanced)
r.Tonemapper.Quality=1
; Tonemapper.Sharpen: Sharpens image (0 = off, natural)
r.Tonemapper.Sharpen=0
; Tonemapper.GrainQuantization: Reduces grainy noise (0 = off, clearer)
r.Tonemapper.GrainQuantization=0
; ViewDistanceScale: Sets how far objects stay detailed (0 = close, faster)
r.ViewDistanceScale=0
; LODDistanceScale: Controls detail of grass/trees (0 = low, faster)
foliage.LODDistanceScale=0
; Streaming.PoolSize: Limits memory for textures (400 = low, faster)
r.Streaming.PoolSize=400
; SSR: Enables screen-space reflections (0 = off, faster)
r.SSR=0
; AmbientOcclusionLevels: Adds shadow depth (0 = off, faster)
r.AmbientOcclusionLevels=0
; SkyAtmosphere: Renders realistic sky (0 = off, faster)
r.SkyAtmosphere=0
; VolumetricCloud: Adds detailed clouds (0 = off, faster)
r.VolumetricCloud=0
; WorldReflectionScale: Controls reflection detail (0 = off, faster)
r.WorldReflectionScale=0
; ReflectionEnvironment: Adds environment reflections (0 = off, faster)
r.ReflectionEnvironment=0
; MaxAnisotropy: Sharpens angled textures (1 = minimal, faster)
r.MaxAnisotropy=1
; TessellationAdaptivePixelsPerTriangle: Adds surface detail (1000 = low, faster)
r.TessellationAdaptivePixelsPerTriangle=1000
; NormalMaps: Adds surface detail (0 = off, faster)
r.NormalMaps=0
; SkeletalMeshLODBias: Uses simpler character models sooner (2 = earlier, faster)
r.SkeletalMeshLODBias=2
; StaticMeshLODDistanceScale: Uses simpler objects sooner (0.5 = closer, faster)
r.StaticMeshLODDistanceScale=0.5
; GeometryCulling: Removes hidden shapes (1 = on, faster)
r.GeometryCulling=1
; ParticleLODBias: Lowers detail of effects like smoke (2 = simpler, faster)
r.ParticleLODBias=2
; EmitterSpawnRateScale: Reduces effects like sparks (0.5 = fewer, faster)
r.EmitterSpawnRateScale=0.5
; Shadow.MaxCSMResolution: Sets shadow quality (128 = low, faster)
r.Shadow.MaxCSMResolution=128
; Shadow.CSM.MaxCascades: Limits shadow layers (1 = minimal, faster)
r.Shadow.CSM.MaxCascades=1
; Shadow.DistanceScale: Shortens shadow distance (0.5 = closer, faster)
r.Shadow.DistanceScale=0.5
; Foliage.DensityScale: Reduces grass/trees (0.5 = less, faster)
r.Foliage.DensityScale=0.5
; LightShaftQuality: Adds light beams (0 = off, faster)
r.LightShaftQuality=0
; DecalQuality: Controls surface details like scratches (0 = off, faster)
r.DecalQuality=0
; AllowLandscapeShadows: Adds terrain shadows (0 = off, faster)
r.AllowLandscapeShadows=0
; MaterialQualityLevel: Sets material detail (0 = low, faster)
r.MaterialQualityLevel=0
; MipMapLODBias: Uses blurrier textures (1 = lower quality, faster)
r.MipMapLODBias=1


; MaxChannels: Limits sound channels (16 = low, faster)
MaxChannels=16


; SmoothFrameRate: Prevents frame rate smoothing (False = off, faster)
bSmoothFrameRate=False



上古4低配。。。。。。。。。。。。


r.ViewDistanceScale=1.0
r.StaticMeshLODDistanceScale=1.0

r.ShadowQuality=1
r.Shadow.MaxResolution=1024
r.Shadow.RadiusThreshold=0.05
r.Shadow.DistanceScale=0.8
r.Lumen.Reflections=0
r.Lumen.GlobalIllumination=0
r.VolumetricFog=0
r.Fog=0
r.BloomQuality=0
r.LensFlareQuality=0
r.MotionBlurQuality=0
r.DepthOfFieldQuality=0
r.AmbientOcclusionLevels=0
r.SSR.Quality=0
r.DefaultFeature.MotionBlur=0
r.DefaultFeature.AmbientOcclusion=0
r.DefaultFeature.Bloom=0
r.DefaultFeature.LensFlare=0
r.DefaultFeature.AntiAliasing=1
r.TemporalAACurrentFrameWeight=0.15
r.TemporalAASamples=4
r.TemporalAACatmullRom=1
r.PostProcessAAQuality=3
r.TonemapperGamma=2.2
r.Tonemapper.Sharpen=1.0


r.TextureStreaming=1
r.Streaming.PoolSize=3072
r.Streaming.LimitPoolSizeToVRAM=1
r.Streaming.DefragDynamicBounds=1


r.OneFrameThreadLag=1
r.AsyncCompute=1
r.GTSyncType=1


t.MaxFPS=60


r.CreateShadersOnLoad=1



上古4低配2.。。。。。。。。。。。。。。。。。。。



r.Lumen.DiffuseIndirect.Allow=0
r.FilmGrain=0
r.Tonemapper.Sharpen=0
r.SceneColorFringe.Max=0
r.SceneColorFringeQuality=0
r.TemporalAACurrentFrameWeight=0
r.TemporalAASamples=1
r.CookOutUnusedDetailModeComponents=1
r.EnableAsyncComputeTranslucencyLightingVolumeClear=0
r.GPUCrash.Collectionenable=0
r.GPUCrash.DataDepth=0
r.GPUDefrag.MaxRelocations=0
r.GTSyncType=0
RHI.SyncThreshold=999
r.ShaderLibrary.PrintExtendedStats=0
r.Streaming.UsePerTextureBias=0
r.Emitter.FastPoolEnable=0
r.EnableDebugSpam_GetObjectPositionAndScale=0
r.ForceAllCoresForShaderCompiling=0
r.NGX.LogLevel=0
r.RayTracing.Culling=1
r.RayTracing.Reflections=0
r.RayTracing.Shadows=0
r.RayTracing.GlobalIllumination=0


s.MinBulkDataSizeForAsyncLoading=2048
s.ProcessPrestreamingRequests=0


r.ShaderPipelineCache.BackgroundBatchSize=8
r.ShaderPipelineCache.BatchTime=1
r.ShaderPipelineCache.PrecompileBatchTime=1


p.Chaos.VisualDebuggerEnable=0


net.AllowAsyncLoading=0


r.MaxAnisotropy=16
r.MipMapLODBias=0
grass.CullDistanceScale=0.5
r.LightMaxDrawDistanceScale=0.5
r.Shadow.MaxResolution=512
r.ShadowQuality=0
r.ViewDistanceScale=0.5
r.DetailMode=0
r.TranslucencyVolumeBlur=0
r.VolumetricFog=0
r.LensFlareQuality=0
r.BloomQuality=0
r.SSR.Quality=0
r.SceneColor.MotionBlurQuality=0
r.AmbientOcclusion.Quality=0
r.PostProcessAAQuality=0
foliage.DensityScale=0.1
r.ParticleLightQuality=0
r.ParticleDensityScale=0.25
r.MaterialQualityLevel=0
r.ReflectionEnvironment=0
r.SkyAtmosphere=0
r.HeightFog=0
r.SeparateTranslucency=0
r.FastVRam=1


花灯彩夜 发表于 2025-6-12 08:58

感谢分享

cy721 发表于 2025-6-12 08:58

优化好点不 哈哈

freshminds 发表于 2025-6-12 10:13

谢谢楼主发的好帖子~

zly1981 发表于 2025-6-12 10:36

谢谢分享··········

aniu0620 发表于 2025-6-12 10:43

的地方大幅度发

714161459 发表于 2025-6-12 10:44

感谢分享!论坛因你更精彩!看到楼主这么努力分享,我只能顶个贴感谢一下了!

ngkhosnbos 发表于 2025-6-12 11:01

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谢谢分享

linke192 发表于 2025-6-12 11:30

感谢分享~!

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出现在曹张新村支持支持自行车自行车

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有点东西哟 发表于 2025-6-12 15:25

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m8070 发表于 2025-6-12 16:17

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谢谢分享

baobao363000 发表于 2025-6-12 16:42

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