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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 `[TextureStreaming]` 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 `[ShaderCompiler]` 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。。。。。。
[/Script/Engine.RendererSettings]
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
[TextureStreaming]
PoolSizeVRAMPercentage=90 ; keep safe for 8GB VRAM
r.Streaming.FullyLoadUsedTextures=1 ; added to eliminate runtime pop-in (longer load at start OK)
[/Script/Engine.StreamingSettings]
s.AsyncLoadingThreadEnabled=1
s.AsyncLoadingThreadPriority=2
s.MinBulkDataSizeForAsyncLoading=262144
s.ProcessPrestreamingRequests=1
[/Script/Engine.GarbageCollectionSettings]
gc.AllowParallelGC=1
gc.MultithreadedDestructionEnabled=1
[ShaderCompiler]
bAllowAsynchronousShaderCompiling=1
bAllowCompilingThroughWorkerThreads=1
bAsyncShaderCompileWorkerThreads=1
bEnableOptimizedShaderCompilation=1
MaxShaderJobBatchSize=150
MaxShaderJobs=1000
NumUnusedShaderCompilingThreads=2
[/Script/Engine.Engine]
bAllowMultiThreadedShaderCompile=1
[DevOptions.Shaders]
bAllowShaderCompilingWorker=1
bOptimizeForLocalShaderBuilds=1
bUseBackgroundCompiling=1
WorkerThreadPriority=0
[Engine.InputSettings]
bEnableMouseSmoothing=0
bViewAccelerationEnabled=0
RawMouseInputEnabled=1
[RenderingThread]
bAllowAsyncRenderThreadUpdates=1
bAllowThreadedRendering=1
[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
[CrashReportClient]
bAgreeToCrashUpload=0
bImplicitSend=0
[Core.Log]
Global=none
LogStreaming=none
LogShaderCompiler=none
LogRenderTargetPool=none
LogOnline=none
+Suppress=ScriptWarning
+Suppress=Warning
+Suppress=Error
[ConsoleVariables]
t.MaxFPS=0
s.PriorityAsyncLoadingExtraTime=275.0
s.LevelStreamingActorsUpdateTimeLimit=250.0
s.PriorityLevelStreamingActorsUpdateExtraTime=250.0
光与影33的,低配设置。。。。
[SystemSettings]
; 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
[/Script/Engine.AudioSettings]
; MaxChannels: Limits sound channels (16 = low, faster)
MaxChannels=16
[/Script/Engine.Engine]
; SmoothFrameRate: Prevents frame rate smoothing (False = off, faster)
bSmoothFrameRate=False
上古4低配。。。。。。。。。。。。
[SystemSettings]
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
[TextureStreaming]
r.TextureStreaming=1
r.Streaming.PoolSize=3072
r.Streaming.LimitPoolSizeToVRAM=1
r.Streaming.DefragDynamicBounds=1
[Rendering]
r.OneFrameThreadLag=1
r.AsyncCompute=1
r.GTSyncType=1
[FrameRate]
t.MaxFPS=60
[Memory]
r.CreateShadersOnLoad=1
上古4低配2.。。。。。。。。。。。。。。。。。。。
[/Script/Engine.RendererSettings]
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
[/Script/Engine.StreamingSettings]
s.MinBulkDataSizeForAsyncLoading=2048
s.ProcessPrestreamingRequests=0
[ShaderPipelineCache]
r.ShaderPipelineCache.BackgroundBatchSize=8
r.ShaderPipelineCache.BatchTime=1
r.ShaderPipelineCache.PrecompileBatchTime=1
[Physics]
p.Chaos.VisualDebuggerEnable=0
[/Script/Engine.NetworkSettings]
net.AllowAsyncLoading=0
[SystemSettings]
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
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