ブルプロ Engine.ini最適化

動作不安定になっても責任取れないので意味が分かる人向け。

[ConsoleVariables]
D3D12.AdjustTexturePoolSizeBasedOnBudget=1
gc.TimeBetweenPurgingPendingKillObjects=900
gc.NumRetriesBeforeForcingGC=5
gc.MinDesiredObjectsPerSubTask=20
p.ClothPhysics=0
p.BatchPhysXTasksSize=4
r.Shaders.Optimize=1
r.ShaderPipelineCache.StartupMode=3
r.DoTiledReflections=0
r.ReflectionEnvironment=0
r.SSR.Quality=0
r.SSR.Temporal=0
r.RefractionQuality=0
r.VolumetricFog=0
r.AmbientOcclusionLevels=0
r.MotionBlurQuality=0
r.BlurGBuffer=0
r.FastBlurThreshold=0
r.EyeAdaptationQuality=0
r.LensFlareQuality=0
r.ParticleLightQuality=0
r.GPUParticle.Simulate=1
r.LightFunctionQuality=0
r.LightShaftQuality=0
r.TranslucentLightingVolume=0
r.TranslucencyVolumeBlur=0
r.BloomQuality=0
r.AllowPointLightCubemapShadows=0
r.SimpleDynamicLighting=0
r.Water.SingleLayer.SSR=0
r.Shadow.MaxResolution=1024
r.Shadow.MaxCSMResolution=1024
r.EmitterSpawnRateScale=0.25
r.FastVRam.Tonemap=1
r.FastVRam.Upscale=1
r.FastVRam.VelocityFlat=1
r.FastVRam.VelocityMax=1
r.FastVRam.VolumetricFog=1
r.FastVRam.MotionBlur=1
r.FastVRam.SceneColor=1
r.FastVRam.SceneDepth=1
r.FastVRam.ScreenSpaceShadowMask=1
r.FastVRam.ScreenSpaceShadowMask=1
r.FastVRam.HZB=1
r.FastVRam.Histogram=1
r.FastVRam.HistogramReduce=1
r.FastVRam.LPV=1
r.FastVRam.DistanceFieldNormal=1
r.FastVRam.DistanceFieldShadows=1
r.FastVRam.DistanceFieldTileIntersectionResources=1
r.FastVRam.DistortHistory=1
r.FastVRam.Distortion=1
r.FastVRam.Downsample=1
r.FastVRam.EyeAdaptation=1
r.FastVRam.ForwardLightingCullingResources=1
r.FastVRam.DistanceFieldAODownsampledBentNormal=1
r.FastVRam.DistanceFieldAOHistory=1
r.FastVRam.DistanceFieldAOScreenGridResources=1
r.FastVRam.DistanceFieldCulledObjectBuffers=1
r.FastVRam.DOFPostfilter=1
r.FastVRam.DOFReduce=1
r.FastVRam.DOFSetup=1
r.FastVRam.CombineLUTs=1
r.FastVRam.BokehDOF=1
r.FastVRam.ShadowCSM=1
r.FastVRam.ShadowPerObject=1
r.FastVRam.PostProcessMaterial=1
r.Streaming.MinMipForSplitRequest=0
r.Streaming.HiddenPrimitiveScale=0.5
r.Streaming.AmortizeCPUToGPUCopy=1
r.Streaming.MaxNumTexturesToStreamPerFrame=2
r.Streaming.NumStaticComponentsProcessedPerFrame=2
r.Streaming.FramesForFullUpdate=1
r.Streaming.Boost=1
r.Streaming.LimitPoolSizeToVRAM=0
r.Streaming.UseMaterialData=1
r.Streaming.UseNewMetrics=1
r.Streaming.UsePerTextureBias=1
r.Streaming.DefragDynamicBounds=1
r.ShaderPipelineCache.Enabled=1
r.ShaderPipelineCache.ReportPSO=1
r.ShaderPipelineCache.GameFileMaskEnabled=0
r.ShaderPipelineCache.LazyLoadShadersWhenPSOCacheIsPresent=1
r.ShaderPipelineCache.BatchSize=50
r.XGEShaderCompile=1
r.XGEShaderCompile.Mode=1
r.XGEShaderCompile.Xml.BatchGroupSize=256
r.XGEShaderCompile.Xml.BatchSize=16
r.XGEShaderCompile.Xml.JobTimeout=0.500000
r.GTSyncType=1
r.OneFrameThreadLag=1
r.Shadow.WholeSceneShadowCacheMb=1024
r.Shaders.FastMath=1
s.AsyncLoadingThreadEnabled=1
s.AsyncLoadingTimeLimit=4
s.LevelStreamingActorsUpdateTimeLimit=4
s.UnregisterComponentsTimeLimit=4
s.AsyncLoadingUseFullTimeLimit=0
s.IoDispatcherCacheSizeMB=256
s.LevelStreamingComponentsRegistrationGranularity=1
s.LevelStreamingComponentsUnregistrationGranularity=1
s.MaxIncomingRequestsToStall=1
s.MaxReadyRequestsToStallMB=0
s.MinBulkDataSizeForAsyncLoading=0
s.PriorityAsyncLoadingExtraTime=0
s.PriorityLevelStreamingActorsUpdateExtraTime=0

 

↓追加すると更に軽くなるがポストプロセス3以上にするとキャラ表示がバグる

r.AllowStaticLighting=0