UE4 Console Variables and CommandsP1
UE4 Console Variables and CommandsP1
Type:
Console Variables
Console Commands
Exec Commands
*Name* *Help*
r.AllowCachedUniformExpressions Allow uniform expressions to be cached.
r.AllowClearLightSceneExtentsOnly
r.AllowDepthBoundsTest If true, use enable depth bounds test when rendering
defered lights.
r.AllowGlobalClipPlane Enables mesh shaders to support a global clip plane, needed
for planar reflections, which adds about 15% BasePass GPU cost on PS4.
r.AllowHDR Creates an HDR compatible swap-chain and enables HDR display output.0:
Disabled (default)
1: Allow HDR, if supported by the platform and display
r.AllowLandscapeShadows Allow Landscape Shadows
r.AllowMultiGPUInEditor Enable experimental multi-GPU support in editor
r.AllowOcclusionQueries If zero, occlusion queries will not be used to cull
primitives.
r.AllowPointLightCubemapShadows When 0, will prevent point light cube map
shadows from being used and the light will be unshadowed.
r.AllowPrecomputedVisibility If zero, precomputed visibility will not be used to
cull primitives.
r.AllowSimpleLights If true, we allow simple (ie particle) lights
r.AllowStaticLighting Whether to allow any static lighting to be generated and
used, like lightmaps and shadowmaps.
Games that only use dynamic lighting should set this to 0 to save some static
lighting overhead.
r.AllowSubPrimitiveQueries Enables sub primitive queries, currently only used by
hierarchical instanced static meshes. 1: Enable, 0 Disabled. When disabled, one
query is used for the entire proxy.
r.AllowTexture2DArrayCreation Enable UTexture2DArray assets
r.AlsoUseSphereForFrustumCull Performance tweak. If > 0, then use a sphere cull
before and in addition to a box for frustum culling.
r.AmbientOcclusion.AsyncComputeBudget Defines which level of
EAsyncComputeBudget to use for balancing AsyncCompute work against Gfx work.
Only matters if the compute version of SSAO is active (requires CS support, enabled
by cvar, single pass, no normals)
This is a low level developer tweak to get best performance on hardware that
supports AsyncCompute.
0: least AsyncCompute
1: .. (default)
2: ..
3: ..
4: most AsyncCompute
r.AmbientOcclusion.Compute If SSAO should use ComputeShader (not available on
all platforms) or PixelShader.
The [Async] Compute Shader version is WIP, not optimized, requires hardware support
(not mobile/DX10/OpenGL3),
does not use normals which allows it to run right after EarlyZPass (better
performance when used with AyncCompute)
AyncCompute is currently only functional on PS4.
0: PixelShader (default)
1: (WIP) Use ComputeShader if possible, otherwise fall back to '0'
2: (WIP) Use AsyncCompute if efficient, otherwise fall back to '1'
3: (WIP) Use AsyncCompute if possible, otherwise fall back to '1'
r.AmbientOcclusion.Compute.Smooth Whether to smooth SSAO output when TAA is
disabled
r.AmbientOcclusion.Denoiser Choose the denoising algorithm.
0: Disabled;
1: Forces the default denoiser of the renderer;
2: GScreenSpaceDenoiser witch may be overriden by a third party plugin (default).
r.AmbientOcclusion.Denoiser.HistoryConvolution.KernelSpreadFactor
Multiplication factor applied on the kernel sample offset (default = 7).
r.AmbientOcclusion.Denoiser.HistoryConvolution.SampleCount Number of samples to use
for history post filter (default = 16).
r.AmbientOcclusion.Denoiser.KernelSpreadFactor Spread factor of the preconvolution
passes.
r.AmbientOcclusion.Denoiser.PreConvolution Number of pre-convolution passes
(default = 1).
r.AmbientOcclusion.Denoiser.ReconstructionSamples Maximum number of samples for
the reconstruction pass (default = 16).
r.AmbientOcclusion.Denoiser.TemporalAccumulation Accumulates the samples over
multiple frames.
r.AmbientOcclusion.DepthBoundsTest Whether to use depth bounds test to cull
distant pixels during AO pass. This option is only valid when pixel shader path is
used (r.AmbientOcclusion.Compute=0), without upsampling.
r.AmbientOcclusion.FadeRadiusScale Allows to scale the ambient occlusion fade
radius (SSAO).
0.01:smallest .. 1.0:normal (default), <1:smaller, >1:larger
r.AmbientOcclusion.Method Select between SSAO methods
0: SSAO (default)
1: GTAO
r.AmbientOcclusionLevels Defines how many mip levels are using during the
ambient occlusion calculation. This is useful when tweaking the algorithm.
<0: decide based on the quality setting in the postprocess settings/volume and
r.AmbientOcclusionMaxQuality (default)
0: none (disable AmbientOcclusion)
1: one
2: two (costs extra performance, soft addition)
3: three (larger radius cost less but can flicker)
r.AmbientOcclusionMaxQuality Defines the max clamping value from the post process
volume's quality level for ScreenSpace Ambient Occlusion
100: don't override quality level from the post process volume (default)
0..99: clamp down quality level from the post process volume to the maximum set by
this cvar
-100..0: Enforces a different quality (the absolute value) even if the
postprocessvolume asks for a lower quality.
r.AmbientOcclusionMipLevelFactor Controls mipmap level according to the SSAO
step id
0: always look into the HZB mipmap level 0 (memory cache trashing)
0.5: sample count depends on post process settings (default)
1: Go into higher mipmap level (quality loss)
r.AmbientOcclusionRadiusScale Allows to scale the ambient occlusion radius (SSAO).
0:off, 1.0:normal, <1:smaller, >1:larger
r.AmbientOcclusionStaticFraction Allows to override the Ambient Occlusion Static
Fraction (see post process volume). Fractions are between 0 and 1.
<0: use default setting (default -1)
0: no effect on static lighting, 0 is free meaning no extra rendering pass
1: AO affects the stat lighting
r.AMDD3D11MultiThreadedDevice If true, creates a multithreaded D3D11 device on AMD
hardware (workaround for driver bug)
Changes will only take effect in new game/editor instances - can't be changed at
runtime.
r.AMDDisableAsyncTextureCreation If true, uses synchronous texture creation on
AMD hardware (workaround for driver bug)
Changes will only take effect in new game/editor instances - can't be changed at
runtime.
r.Android.DisableASTCSupport Disable support for ASTC Texture compression if
OpenGL driver supports it. (Android Only)
0 = ASTC texture compression will be used if driver supports it [default]
1 = ASTC texture compression will not be used.
r.Android.DisableOpenGLES31Support Disable support for OpenGLES 3.1 API. (Android
Only)
0 = OpenGLES 3.1 API will be used (providing device and project supports it)
[default]
1 = OpenGLES 3.1 will be disabled, Vulkan will be used.
r.Android.DisableVulkanSM5Support Disable support for vulkan API. (Android Only)
0 = Vulkan SM5 API will be used (providing device and project supports it)
[default]
1 = Vulkan SM5 will be disabled, Vulkan or OpenGL fall back will be used.
r.Android.DisableVulkanSupport Disable support for vulkan API. (Android Only)
0 = vulkan API will be used (providing device and project supports it) [default]
1 = vulkan will be disabled, opengl fall back will be used.
r.Android.OverrideExternalTextureSupport Override external texture support for
OpenGLES API. (Android Only)
0 = normal detection used [default]
1 = disable external texture support
2 = force ImageExternal100 (version #100 with GL_OES_EGL_image_external)
3 = force ImageExternal300 (version #300 with GL_OES_EGL_image_external)
4 = force ImageExternalESSL300 (version #300 with GL_OES_EGL_image_external_essl3)
r.AndroidDisableThreadedRendering Sets whether or not to allow threaded rendering
for a particular Android device profile.
0 = Allow threaded rendering [default]
1 = Disable creation of render thread on startup
r.AndroidDisableThreadedRenderingFirstLoad Sets whether or not to allow
threaded rendering for a particular Android device profile on the initial load.
0 = Allow threaded rendering on the initial load [default]
1 = Disable threaded rendering on the initial load
r.AnisotropicMaterials Whether anisotropic BRDF is used for material with
anisotropy.
r.AOApplyToStaticIndirect Whether to apply DFAO as indirect shadowing even to
static indirect sources (lightmaps + stationary skylight + reflection captures)
r.AOAsyncBuildQueue Whether to asynchronously build distance field volume data
from meshes.
r.AOAverageObjectsPerCullTile Determines how much memory should be allocated in
distance field object culling data structures. Too much = memory waste, too little
= flickering due to buffer overflow.
r.AOClearHistory
r.AOComputeShaderNormalCalculation Whether to use the compute shader version of
the distance field normal computation.
r.AOGlobalDFClipmapDistanceExponent Exponent used to derive each clipmap's size,
together with r.AOInnerGlobalDFClipmapDistance.
r.AOGlobalDFResolution Resolution of the global distance field. Higher values
increase fidelity but also increase memory and composition cost.
r.AOGlobalDFStartDistance World space distance along a cone trace to switch to
using the global distance field instead of the object distance fields.
This has to be large enough to hide the low res nature of the global distance
field, but smaller values result in faster cone tracing.
r.AOGlobalDistanceField Whether to use a global distance field to optimize
occlusion cone traces.
The global distance field is created by compositing object distance fields into
clipmaps as the viewer moves through the level.
r.AOGlobalDistanceFieldCacheMostlyStaticSeparately Whether to cache mostly
static primitives separately from movable primitives, which reduces global DF
update cost when a movable primitive is modified. Adds another 12Mb of volume
textures.
r.AOGlobalDistanceFieldForceFullUpdate Whether to force full global distance
field update every frame.
r.AOGlobalDistanceFieldLogModifiedPrimitives Whether to log primitive
modifications (add, remove, updatetransform) that caused an update of the global
distance field.
This can be useful for tracking down why updating the global distance field is
always costing a lot, since it should be mostly cached.
r.AOGlobalDistanceFieldPartialUpdates Whether to allow partial updates of the
global distance field. When profiling it's useful to disable this and get the worst
case composition time that happens on camera cuts.
r.AOGlobalDistanceFieldRepresentHeightfields Whether to put landscape in the
global distance field. Changing this won't propagate until the global distance
field gets recached (fly away and back).
r.AOGlobalDistanceFieldStaggeredUpdates Whether to allow the larger clipmaps to
be updated less frequently.
r.AOHeightfieldOcclusion Whether to compute AO from heightfields (landscape)
r.AOHistoryDistanceThreshold World space distance threshold needed to discard last
frame's DFAO results. Lower values reduce ghosting from characters when near a wall
but increase flickering artifacts.
r.AOHistoryStabilityPass Whether to gather stable results to fill in holes in
the temporal reprojection. Adds some GPU cost but improves temporal stability with
foliage.
r.AOHistoryWeight Amount of last frame's AO to lerp into the final result. Higher
values increase stability, lower values have less streaking under occluder
movement.
r.AOJitterConeDirections
r.AOListMemory
r.AOListMeshDistanceFields
r.AOLogObjectBufferReallocation
r.AOMaxObjectBoundingRadius Objects larger than this will not contribute to AO
calculations, to improve performance.
r.AOMaxViewDistance The maximum distance that AO will be computed at.
r.AOObjectDistanceField Determines whether object distance fields are used to
compute ambient occlusion.
Only global distance field will be used when this option is disabled.
r.AOOverwriteSceneColor
r.AOQuality Defines the distance field AO method which allows to adjust for quality
or performance.
0:off, 1:medium, 2:high (default)
r.AOSampleSet 0 = Original set, 1 = Relaxed set
r.AOScatterTileCulling Whether to use the rasterizer for binning occluder objects
into screenspace tiles.
r.AOSpecularOcclusionMode Determines how specular should be occluded by DFAO
0: Apply non-directional AO to specular.
1: (default) Intersect the reflection cone with the unoccluded cone produced by
DFAO. This gives more accurate occlusion than 0, but can bring out DFAO sampling
artifacts.
r.AOStepExponentScale Exponent used to distribute AO samples along a cone
direction.
r.AOUpdateGlobalDistanceField Whether to update the global distance field, useful
for debugging.
r.AOUseHistory Whether to apply a temporal filter to the distance field AO,
which reduces flickering but also adds trails when occluders are moving.
r.AOUseJitter Whether to use 4x temporal supersampling with Screen Grid DFAO.
When jitter is disabled, a shorter history can be used but there will be more
spatial aliasing.
r.AOViewFadeDistanceScale Distance over which AO will fade out as it approaches
r.AOMaxViewDistance, as a fraction of r.AOMaxViewDistance.
r.AsyncCreateLightPrimitiveInteractions Whether to create LPIs asynchronously.
r.AsyncPipelineCompile 0 to Create PSOs at the moment they are requested
1 to Create Pipeline State Objects asynchronously(default)
r.Atmosphere Defines atmosphere will render or not. Only changed by
r.Atmosphere console command.
Enable/Disable Atmosphere, Load/Unload related data.
0: off (To save GPU memory)
1: on (default)
r.BasePassForceOutputsVelocity Force the base pass to compute motion vector,
regardless of FPrimitiveUniformShaderParameters.0: Disabled (default)1: Enabled
r.BasePassOutputsVelocity Enables rendering WPO velocities on the base pass.
0: Renders in a separate pass/rendertarget, all movable static meshes + dynamic.
1: Renders during the regular base pass adding an extra GBuffer, but allowing
motion blur on materials with Time-based WPO.
r.BasePassWriteDepthEvenWithFullPrepass 0 to allow a readonly base pass, which
skips an MSAA depth resolve, and allows masked materials to get EarlyZ (writing to
depth while doing clip() disables EarlyZ) (default)
1 to force depth writes in the base pass. Useful for debugging when the prepass and
base pass don't match what they render.
r.bFlushRenderTargetsOnWorldCleanup
r.BlackBorders To draw black borders around the rendered image
(prevents artifacts from post processing passes that read outside of the image e.g.
PostProcessAA)
in pixels, 0:off
r.Bloom.Cross Experimental feature to give bloom kernel a more bright center
sample (values between 1 and 3 work without causing aliasing)
Existing bloom get lowered to match the same brightness
<0 for a anisomorphic lens flare look (X only)
0 off (default)
>0 for a cross look (X and Y)
r.Bloom.HalfResolutionFFT Experimental half-resolution FFT Bloom convolution.
0: Standard full resolution convolution bloom. 1: Half-resolution convolution that
excludes the center of the kernel.
r.BloomQuality 0: off, no performance impact.
1: average quality, least performance impact.
2: average quality, least performance impact.
3: good quality.
4: good quality.
5: Best quality, most significant performance impact. (default)
>5: force experimental higher quality on mobile (can be quite slow on some
hardware)
r.BufferVisualizationDumpFrames When screenshots or movies dumps are requested,
also save out dumps of the current buffer visualization materials
0:off (default)
1:on
r.BufferVisualizationDumpFramesAsHDR When saving out buffer visualization
materials in a HDR capable format
0: Do not override default save format.
1: Force HDR format for buffer visualization materials.
r.BufferVisualizationOverviewTargets Specify the list of post process
materials that can be used in the buffer visualization overview. Put nothing
between the commas to leave a gap.
Choose from:
BaseColor
CustomDepth
CustomStencil
FinalImage
ShadingModel
MaterialAO
Metallic
Opacity
Roughness
Anisotropy
SceneColor
SceneDepth
SeparateTranslucencyRGB
SeparateTranslucencyA
Specular
SubsurfaceColor
WorldNormal
WorldTangent
AmbientOcclusion
CustomDepthWorldUnits
SceneDepthWorldUnits
Velocity
PreTonemapHDRColor
PostTonemapHDRColor
r.BufferVisualizationTarget When the viewport view-mode is set to 'Buffer
Visualization', this command specifies which of the various channels to display.
Values entered other than the allowed values shown below will be ignored.
BaseColor
CustomDepth
CustomStencil
FinalImage
ShadingModel
MaterialAO
Metallic
Opacity
Roughness
Anisotropy
SceneColor
SceneDepth
SeparateTranslucencyRGB
SeparateTranslucencyA
Specular
SubsurfaceColor
WorldNormal
WorldTangent
AmbientOcclusion
CustomDepthWorldUnits
SceneDepthWorldUnits
Velocity
PreTonemapHDRColor
PostTonemapHDRColor
r.Cache.DrawDirectionalShadowing Whether to draw direct shadowing sample points
as generated by Lightmass.
0 is off (default), 1 is on
r.Cache.DrawInterpolationPoints Whether to draw positions that indirect
lighting is interpolated at when they are updated, which are stored in the cache.
Probably need 'r.CacheUpdateEveryFrame 1' as well to be useful, otherwise points
will flicker as they update.
0 is off (default), 1 is on
r.Cache.DrawLightingSamples Whether to draw indirect lighting sample points as
generated by Lightmass.
0 is off (default), 1 is on
r.Cache.LightingCacheDimension Dimensions of the lighting cache. This should
be a multiple of r.LightingCacheMovableObjectAllocationSize for least waste.
r.Cache.LightingCacheMovableObjectAllocationSize Resolution of the
interpolation sample volume used to light a dynamic object.
Values of 1 or 2 will result in a single interpolation sample per object which does
not provide continuous lighting under movement, so interpolation is done over time.
Values of 3 or more support the necessary padding to provide continuous results
under movement.
r.Cache.LimitQuerySize 0 is off, 1 is on (default)
r.Cache.QueryNodeLevel Level of the lighting sample octree whose node's extents
should be the target size for queries into the octree.
Primitive blocks will be broken up into multiple octree queries if they are larger
than this.0 is the root, 12 is the leaf level
r.Cache.ReduceSHRinging Whether to modify indirect lighting cache SH samples to
reduce ringing. 0 is off, 1 is on (default)
r.Cache.SampleTransitionSpeed When using single sample lighting, controls the speed
of the transition between two point samples (fade over time).
r.Cache.UpdateEveryFrame Whether to update indirect lighting cache allocations
every frame, even if they would have been cached. 0 is off (default), 1 is on
r.Cache.UpdatePrimsTaskEnabled Enable threading for ILC primitive update. Will
overlap with the rest the end of InitViews.
r.CalcLocalPlayerCachedLODDistanceFactor Should we calculate a LOD Distance Factor
based on the current FOV. Should not be necessary since LOD is already based on
screen size.
r.CameraCutTranslationThreshold The maximum camera translation disatance in
centimeters allowed between two frames before a camera cut is automatically
inserted.
r.CapsuleDirectShadows Whether to allow capsule direct shadowing on skinned
components with bCastCapsuleDirectShadow enabled.
r.CapsuleIndirectConeAngle Light source angle used when the indirect shadow
direction is derived from precomputed indirect lighting (no stationary skylight
present)
r.CapsuleIndirectShadows Whether to allow capsule indirect shadowing on
skinned components with bCastCapsuleIndirectShadow enabled.
r.CapsuleMaxDirectOcclusionDistance Maximum cast distance for direct shadows from
capsules. This has a big impact on performance.
r.CapsuleMaxIndirectOcclusionDistance Maximum cast distance for indirect
shadows from capsules. This has a big impact on performance.
r.CapsuleMinSkyAngle Minimum light source angle derived from the precomputed
unoccluded sky vector (stationary skylight present)
r.CapsuleShadowFadeAngleFromVertical Angle from vertical up to start fading
out the indirect shadow, to avoid self shadowing artifacts.
r.CapsuleShadows Whether to allow capsule shadowing on skinned components with
bCastCapsuleDirectShadow or bCastCapsuleIndirectShadow enabled.
r.CapsuleShadowsFullResolution Whether to compute capsule shadows at full
resolution.
r.CapsuleSkyAngleScale Scales the light source angle derived from the precomputed
unoccluded sky vector (stationary skylight present)
r.CatmullRomEndParamOffset The parameter offset for catmul rom end points.
r.chaos.ReflectionCaptureStaticSceneOnly 0 is off, 1 is on (default)
r.CheckSRVTransitions Tests that render targets are properly transitioned to SRV
when SRVs are set.
r.ClearCoatNormal 0 to disable clear coat normal.
0: off
1: on
r.ClearSceneMethod Select how the g-buffer is cleared in game mode (only
affects deferred shading).
0: No clear
1: RHIClear (default)
2: Quad at max z
r.Color.Max Allows to define where the value 1.0 in the color channels is mapped to
after color grading.
Value should be around 1, smaller values darken the highlights, larger values move
more colors towards white, Default: 1
r.Color.Mid Allows to define where the value 0.5 in the color channels is mapped to
after color grading (This is similar to a gamma correction).
Value should be around 0.5, smaller values darken the mid tones, larger values
brighten the mid tones, Default: 0.5
r.Color.Min Allows to define where the value 0 in the color channels is mapped to
after color grading.
The value should be around 0, positive: a gray scale is added to the darks,
negative: more dark values become black, Default: 0
r.CompileMaterialsForShaderFormat When enabled, compile materials for this shader
format in addition to those for the running platform.
Note that these shaders are compiled and immediately tossed. This is only useful
when directly inspecting output via r.DebugDumpShaderInfo.
r.CompileShadersForDevelopment Setting this to 0 allows to ship a game with
more optimized shaders as some
editor and development features are not longer compiled into the shaders.
Note: This should be done when shipping but it's not done automatically yet
(feature need to mature
and shaders will compile slower as shader caching from development isn't shared).
Cannot be changed at runtime - can be put into BaseEngine.ini
0: off, shader can run a bit faster
1: on (Default)
r.CompositionForceRenderTargetLoad 0: default engine behaviour
1: force ERenderTargetLoadAction::ELoad for all render targets
r.CompositionGraphDebug Execute this command to get a single frame dump of the
composition graph of one frame (post processing and lighting).
r.CompositionGraphOrder Defines in which order the nodes in the CompositionGraph
are executed (affects postprocess and some lighting).
Option 1 provides more control, which can be useful for preserving ESRAM, avoid GPU
sync, cluster up compute shaders for performance and control AsyncCompute.
0: tree order starting with the root, first all inputs then dependencies (classic
UE4, unconnected nodes are not getting executed)
1: RegisterPass() call order, unless the dependencies (input and additional)
require a different order (might become new default as it provides more control,
executes all registered nodes)
r.ContactShadows 0: disabled.
1: enabled.
r.ContactShadows.NonShadowCastingIntensity Intensity of contact shadows from
objects with cast contact shadows disabled. Usually 0 (off).
r.CookOutUnusedDetailModeComponents If set, components which are not relevant for
the current detail mode will be cooked out.
0: keep components even if not relevant for the current detail mode.
1: cook out components not relevant for the current detail mode.
r.CopyLockedViews Copies all locked views in to a string that r.LockView will
accept to reload them.
r.CreateShadersOnLoad Whether to create shaders on load, which can reduce
hitching, but use more memory. Otherwise they will be created as needed.
r.CustomDepth 0: feature is disabled
1: feature is enabled, texture is created on demand
2: feature is enabled, texture is not released until required (should be the
project setting if the feature should not stall)
3: feature is enabled, stencil writes are enabled, texture is not released until
required (should be the project setting if the feature should not stall)
r.CustomDepth.Order When CustomDepth (and CustomStencil) is getting rendered
0: Before GBuffer (can be more efficient with AsyncCompute, allows using it in
DBuffer pass, no GBuffer blending decals allow GBuffer compression)
1: After Base Pass (default)
r.CustomDepthTemporalAAJitter If disabled the Engine will remove the TemporalAA
Jitter from the Custom Depth Pass. Only has effect when TemporalAA is used.
r.CustomUnsafeZones Allows you to set custom unsafe zones. Define them based on
Portrait (P) or Landscape (L) for a device oriented 'upright'.Unsafe zones may be
either fixed or free, depending on if they move along with the rotation of the
device.Format is (P:fixed[x1, y1][width, height]), semicolon-separated for each
custom unsafe zone. +Values add from 0, -Values subtract from Height or Width
r.D3D.CheckedForTypedUAVs Whether to disallow usage of typed UAV loads, as they
are unavailable in Windows 7 D3D 11.0.
0: Allow usage of typed UAV loads.
1: Disallow usage of typed UAV loads. (default)
r.D3D.ForceDXC Forces DirectX Shader Compiler (DXC) to be used for all D3D
shaders. Shaders compiled with this option are only compatible with D3D12.
0: Disable (default)
1: Force new compiler for all shaders
r.D3D.ForceShaderConductorDXCRewrite Forces rewriting using ShaderConductor
when DXC is enabled.
0: Do not rewrite (default)
1: Force ShaderConductor rewrite
r.D3D.RemoveUnusedInterpolators Enables removing unused interpolators mode when
compiling pipelines for D3D.
-1: Do not actually remove, but make the app think it did (for debugging)
0: Disable (default)
1: Enable removing unused
r.d3d.uniformbufferrecycledepth Number of frames before recycling freed uniform
buffers .
r.D3D11.AutoFlushUAV If enabled, use NVAPI (Nvidia), AGS (AMD) or Intel
Extensions (Intel) to not flush between dispatches/draw calls 1: on (default)
0: off
r.D3D11.Depth24Bit 0: Use 32-bit float depth buffer
1: Use 24-bit fixed point depth buffer(default)
r.d3d11.dumpliveobjects When using -d3ddebug will dump a list of live d3d objects.
Mostly for finding leaks.
r.D3D11.UseAllowTearing Enable new dxgi flip mode with d3d11
r.D3D11.UseSharedKeyMutex If 1, BUF_Shared vertex / index buffer and
TexCreate_Shared texture will be created
with the D3D11_RESOURCE_MISC_SHARED_KEYEDMUTEX flag instead of
D3D11_RESOURCE_MISC_SHARED (default).
r.D3D12.AllowAsyncCompute Allow usage of async compute
r.D3D12.Depth24Bit 0: Use 32-bit float depth buffer
1: Use 24-bit fixed point depth buffer(default)
r.D3D12.DXR.MinimumDriverVersionAMD Sets the minimum driver version required to
enable ray tracing on AMD GPUs.
r.D3D12.DXR.MinimumDriverVersionNVIDIA Sets the minimum driver version required
to enable ray tracing on NVIDIA GPUs.
r.D3D12.DXR.MinimumWindowsBuildVersion Sets the minimum Windows build version
required to enable ray tracing.
r.D3D12.ExecuteCommandListTask 0: Execute command lists on RHI Thread instead
of separate task!
1: Execute command lists on task created from RHIThread to offload expensive work
(default)
r.D3D12.GPUCrashDebuggingMode Enable GPU crash debugging: tracks the current GPU
state and logs information what operations the GPU executed last.
Optionally generate a GPU crash dump as well (on nVidia hardware only)):
0: GPU crash debugging disabled (default in shipping and test builds)
1: Minimal overhead GPU crash debugging (default in development builds)
2: Enable all available GPU crash debugging options (DRED, Aftermath, ...)
r.D3D12.GPUTimeout 0: Disable GPU Timeout; use with care as it could freeze
your PC!
1: Enable GPU Timeout; operation taking long on the GPU will fail(default)
r.D3D12.RayTracing.AllowCompaction Whether to automatically perform compaction for
static acceleration structures to save GPU memory. (default = 1)
r.D3D12.RayTracing.ViewDescriptorHeapSize Maximum number of descriptors per ray
tracing view descriptor heap. (default = 250k, ~8MB per heap)
Typical measured descriptor heap usage in large scenes is ~50k. An error is
reported when this limit is reached and shader bindings for subsequent objects are
skipped.
r.D3D12.UseAllowTearing Enable new dxgi flip mode with d3d12
r.DBuffer Enables DBuffer decal material blend modes.
DBuffer decals are rendered before the base pass, allowing them to affect static
lighting and skylighting correctly.
When enabled, a full prepass will be forced which adds CPU / GPU cost. Several
texture lookups will be done in the base pass to fetch the decal properties, which
adds pixel work.
0: off
1: on (default)
r.DebugActionZone.ActionRatio The action zone ratio that will be returned by
FDisplayMetrics::GetDisplayMetrics on platforms that don't have a defined safe zone
(0..1)
default: 1.0
r.DebugLightDiscardProp [0,1]: Proportion of lights to discard for
debug/performance profiling purposes.
r.DebugSafeZone.MaxDebugTextStringsPerActor The maximum number of debug strings
that can be attached to a given actor (<=0 : no limit)
r.DebugSafeZone.Mode The safe zone visualization mode (0..2)
0: Disabled (default)
1: Show Title Safe Zone
2: Show Action Safe Zone
r.DebugSafeZone.OverlayAlpha The alpha value of the safe zone overlay (0..1)
default: 0.2
r.DebugSafeZone.TitleRatio The safe zone ratio that will be returned by
FDisplayMetrics::GetDisplayMetrics on platforms that don't have a defined safe zone
(0..1)
default: 1.0
r.Decal.FadeDurationScale Scales the per decal fade durations. Lower values
shortens lifetime and fade duration. Default is 1.0f.
r.Decal.FadeScreenSizeMult Control the per decal fade screen size. Multiplies
with the per-decal screen size fade threshold. Smaller means decals fade less
aggressively.
r.Decal.StencilSizeThreshold Control a per decal stencil pass that allows to large
(screen space) decals faster. It adds more overhead per decals so this
<0: optimization is disabled
0: optimization is enabled no matter how small (screen space) the decal is
0..1: optimization is enabled, value defines the minimum size (screen space) to
trigger the optimization (default 0.1)
r.DefaultBackBufferPixelFormat Defines the default back buffer pixel format.
0: 8bit RGBA
1: 16bit RGBA
2: Float RGB
3: Float RGBA
4: 10bit RGB, 2bit Alpha
r.DefaultFeature.AmbientOcclusion Engine default (project setting) for
AmbientOcclusion is (postprocess volume/camera/game setting still can override)
0: off, sets AmbientOcclusionIntensity to 0
1: on (default)
r.DefaultFeature.AmbientOcclusionStaticFraction Engine default (project setting)
for AmbientOcclusion is (postprocess volume/camera/game setting still can override)
0: off, sets AmbientOcclusionStaticFraction to 0
1: on (default, costs extra pass, only useful if there is some baked lighting)
r.DefaultFeature.AntiAliasing Engine default (project setting) for
AntiAliasingMethod is (postprocess volume/camera/game setting still can override)
0: off (no anti-aliasing)
1: FXAA (faster than TemporalAA but much more shimmering for non static cases)
2: TemporalAA (default)
3: MSAA (Forward shading only)
r.DefaultFeature.AutoExposure Engine default (project setting) for AutoExposure is
(postprocess volume/camera/game setting still can override)
0: off, sets AutoExposureMinBrightness and AutoExposureMaxBrightness to 1
1: on (default)
r.DefaultFeature.AutoExposure.Bias Engine default (project setting) for
AutoExposure Exposure Bias (postprocess volume/camera/game setting still can
override)
r.DefaultFeature.AutoExposure.ExtendDefaultLuminanceRange Whether the default
values for AutoExposure should support an extended range of scene luminance.
This also change the PostProcessSettings.Exposure.MinBrightness, MaxBrightness,
HistogramLogMin and HisogramLogMax
to be expressed in EV100 values instead of in Luminance and Log2 Luminance.
0: Legacy range (default)
1: Extended range
r.DefaultFeature.AutoExposure.Method Engine default (project setting) for
AutoExposure Method (postprocess volume/camera/game setting still can override)
0: Histogram based (requires compute shader, default)
1: Basic AutoExposure
r.DefaultFeature.Bloom Engine default (project setting) for Bloom is (postprocess
volume/camera/game setting still can override)
0: off, set BloomIntensity to 0
1: on (default)
r.DefaultFeature.LensFlare Engine default (project setting) for LensFlare is
(postprocess volume/camera/game setting still can override)
0: off, sets LensFlareIntensity to 0
1: on (default)
r.DefaultFeature.LightUnits Default units to use for point, spot and rect lights
0: unitless
1: candelas (default)
2: lumens
r.DefaultFeature.MotionBlur Engine default (project setting) for MotionBlur is
(postprocess volume/camera/game setting still can override)
0: off, sets MotionBlurAmount to 0
1: on (default)
r.DeferSkeletalDynamicDataUpdateUntilGDME If > 0, then do skeletal mesh dynamic
data updates will be deferred until GDME. Experimental option.
r.DeferUniformExpressionCaching Whether to defer caching of uniform expressions
until a rendering command needs them up to date. Deferring updates is more
efficient because multiple SetVectorParameterValue calls in a frame will only
result in one update.
r.DeferUpdateRenderStates Whether to defer updating the render states of
material parameter collections when a paramter is changed until a rendering command
needs them up to date. Deferring updates is more efficient because multiple
SetVectorParameterValue and SetScalarParameterValue calls in a frame will only
result in one update.
r.DelaySceneRenderCompletion Experimental option to postpone the cleanup of the
scene renderer until later. This does NOT currently work because it is possible for
the scene to be modified before ~FSceneRenderer, and that assumes the scene is
unchanged.
r.DemosaicVposOffset This offset is added to the rasterized position used for
demosaic in the mobile tonemapping shader. It exists to workaround driver bugs on
some Android devices that have a half-pixel offset.
r.DepthOfField.DepthBlur.Amount This scale multiplier only affects the
CircleDOF DepthBlur feature (value defines in how many km the radius goes to 50%).
x: Multiply the existing Depth Blur Amount with x
-x: Override the existing Depth Blur Amount with x (in km)
1: No adjustments (default)
r.DepthOfField.DepthBlur.ResolutionScale This scale multiplier only affects the
CircleDOF DepthBlur feature. It's a temporary hack.
It lineary scale the DepthBlur by the resolution increase over 1920 (in width),
does only affect resolution larger than that.
Actual math: float Factor = max(ViewWidth / 1920 - 1, 0); DepthBlurRadius *= 1 +
Factor * (CVar - 1)
1: No adjustments (default)
x: if the resolution is 1920 there is no change, if 2x larger than 1920 it scale
the radius by x
r.DepthOfField.DepthBlur.Scale This scale multiplier only affects the
CircleDOF DepthBlur feature. This is applied after
r.DepthOfField.DepthBlur.ResolutionScale.
0: Disable Depth Blur
x: Multiply the existing Depth Blur Radius with x
-x: Override the existing Depth Blur Radius with x
1: No adjustments (default)
r.DepthOfField.MaxSize Allows to clamp the gaussian depth of field radius (for
better performance), default: 100
r.DepthOfField.NearBlurSizeThreshold Sets the minimum near blur size before
the effect is forcably disabled. Currently only affects Gaussian DOF.
(default: 0.01)
r.DepthOfFieldQuality Allows to adjust the depth of field quality. Currently only
fully affects BokehDOF. GaussianDOF is either 0 for off, otherwise on.
0: Off
1: Low
2: high quality (default, adaptive, can be 4x slower)
3: very high quality, intended for non realtime cutscenes, CircleDOF only (slow)
4: extremely high quality, intended for non realtime cutscenes, CircleDOF only
(very slow)
r.DetailMode Current detail mode; determines whether components of actors
should be updated/ ticked.
0: low, show only object with DetailMode low or higher
1: medium, show all object with DetailMode medium or higher
2: high, show all objects (default)
r.DFDistanceScale Factor to scale directional light property 'DistanceField Shadows
Distance', clamped to [0.0001, 10000].
I.e.: DistanceFieldShadowsDistance *= r.DFDistanceScale.
[0.0001,1): shorter distance
1: normal (default)
(1,10000]: larger distance.)
r.DFFarTransitionScale Use to modify the length of the far transition (fade out)
of the distance field shadows.
1.0: (default) Calculate in the same way as other cascades.0.0: Disable fade out.
r.DFFullResolution 1 = full resolution distance field shadowing, 0 = half
resolution with bilateral upsample.
r.DFShadowAverageObjectsPerCullTile Determines how much memory should be allocated
in distance field object culling data structures. Too much = memory waste, too
little = flickering due to buffer overflow.
r.DFShadowCullTileWorldSize World space size of a tile used for culling for
directional lights.
r.DFShadowQuality Defines the distance field shadow method which allows to adjust
for quality or performance.
0:off, 1:low (20 steps, no SSS), 2:medium (32 steps, no SSS), 3:high (64 steps,
SSS, default)
r.DFShadowScatterTileCulling Whether to use the rasterizer to scatter objects onto
the tile grid for culling.
r.DFTwoSidedMeshDistanceBias World space amount to expand distance field
representations of two sided meshes. This is useful to get tree shadows to match up
with standard shadow mapping.
r.DiffuseColor.Max Allows quick material test by remapping the diffuse color
at 1 to a new value (0..1), Only for non shipping built!
1: (default)
r.DiffuseColor.Min Allows quick material test by remapping the diffuse color
at 1 to a new value (0..1), Only for non shipping built!
1: (default)
r.DiffuseIndirect.Denoiser Denoising options (default = 1)
r.DisableDistortion Prevents distortion effects from rendering. Saves a full-
screen framebuffer's worth of memory.
r.DisableDriverWarningPopupIfGFN If non-zero, disable driver version warning
popup if running on a GFN cloud machine.
r.DisableEngineAndAppRegistration If true, disables engine and app registration,
to disable GPU driver optimizations during debugging and development
Changes will only take effect in new game/editor instances - can't be changed at
runtime.
r.DisableLODFade Disable fading for distance culling
r.DiscardUnusedQuality Whether to keep or discard unused quality level shadermaps
in memory.
0: keep all quality levels in memory. (default)
1: Discard unused quality levels on load.
r.DisplayInternals Allows to enable screen printouts that show the internals
on the engine/renderer
This is mostly useful to be able to reason why a screenshots looks different.
0: off (default)
1: enabled
r.DistanceFadeMaxTravel Max distance that the player can travel during the fade
time.
r.DistanceFieldAO Whether the distance field AO feature is allowed, which is used
to implement shadows of Movable sky lights from static meshes.
r.DistanceFieldBuild.Compress Whether to store mesh distance fields compressed in
memory, which reduces how much memory they take, but also causes serious hitches
when making new levels visible. Only enable if your project does not stream levels
in-game.
Changing this regenerates all mesh distance fields.
r.DistanceFieldBuild.EightBit Whether to store mesh distance fields in an 8 bit
fixed point format instead of 16 bit floating point.
8 bit uses half the memory, but introduces artifacts for large meshes or thin
meshes.
r.DistanceFieldBuild.UseEmbree Whether to use embree ray tracer for mesh
distance field generation.
r.DistanceFields Enables distance fields rendering.
0: Disabled.
1: Enabled.
r.DistanceFields.AtlasSizeXY Max size of the global mesh distance field atlas
volume texture in X and Y.
r.DistanceFields.AtlasSizeZ Max size of the global mesh distance field atlas
volume texture in Z.
r.DistanceFields.DefaultVoxelDensity Determines how the default scale of a
mesh converts into distance field voxel dimensions.
Changing this will cause all distance fields to be rebuilt. Large values can
consume memory very quickly!
r.DistanceFields.DiscardCPUData Discard Mesh DF CPU data once it has been ULed
to Atlas. WIP - This cant be used if atlas gets reallocated and mesh DF needs to be
ULed again to new atlas
r.DistanceFields.ForceAtlasRealloc Force a full realloc.
r.DistanceFields.ForceMaxAtlasSize When enabled, we'll always allocate the largest
possible volume texture for the distance field atlas regardless of how many blocks
we need. This is an optimization to avoid re-packing the texture, for projects that
are expected to always require the largest amount of space.
r.DistanceFields.MaxPerMeshResolution Highest resolution (in one dimension)
allowed for a single static mesh asset, used to cap the memory usage of meshes with
a large scale.
Changing this will cause all distance fields to be rebuilt. Large values such as
512 can consume memory very quickly! (128Mb for one asset at 512)
r.DistanceFields.ParallelAtlasUpdate Whether to parallelize distance field
data decompression and copying to upload buffer
r.DistanceFields.RuntimeDownsamplingFactor When enabled (higher than 0 and
lower than 1), mesh distance field will be downsampled by factor value on GPU and
uploaded to the atlas.
r.DistanceFields.ThrottleCopyToAtlasInBytes When enabled (higher than 0),
throttle mesh distance field copy to global mesh distance field atlas volume (in
bytes uncompressed).
r.DistanceFieldShadowing Whether the distance field shadowing feature is
allowed.
r.DOF.Gather.AccumulatorQuality Controles the quality of the gathering
accumulator.
r.DOF.Gather.EnableBokehSettings Whether to applies bokeh settings on foreground
and background gathering.
0: Disable;
1: Enable (default).
r.DOF.Gather.PostfilterMethod Method to use to post filter a gather pass.
0: None;
1: Per RGB channel median 3x3 (default);
2: Per RGB channel max 3x3.
r.DOF.Gather.RingCount Number of rings for gathering kernels [[3; 5]]. Default to
5.
r.DOF.Kernel.MaxBackgroundRadius Maximum size of the background bluring radius
in screen space (default=0.025).
r.DOF.Kernel.MaxForegroundRadius Maximum size of the foreground bluring radius
in screen space (default=0.025).
r.DOF.Recombine.EnableBokehSettings Whether to applies bokeh settings on slight out
of focus done in recombine pass.
0: Disable;
1: Enable (default).
r.DOF.Recombine.MinFullresBlurRadius Minimal blurring radius used in full
resolution pixel width to actually do DOF when slight out of focus is enabled
(default = 0.1).
r.DOF.Recombine.Quality Configures the quality of the recombine pass.
0: No slight out of focus;
1: Slight out of focus 24spp;
2: Slight out of focus 32spp (default).
r.DOF.Scatter.BackgroundCompositing Compositing mode of the background hybrid
scattering.
0: Disabled;
1: Additive;
2: Gather occlusion (default).
r.DOF.Scatter.EnableBokehSettings Whether to enable bokeh settings on scattering.
0: Disable;
1: Enable (default).
r.DOF.Scatter.ForegroundCompositing Compositing mode of the foreground hybrid
scattering.
0: Disabled;
1: Additive (default).
r.DOF.Scatter.MaxSpriteRatio Maximum ratio of scattered pixel quad as sprite,
usefull to control DOF's scattering upperbound. 1 will allow to scatter 100% pixel
quads, whereas 0.2 will only allow 20% (default = 0.1).
r.DOF.Scatter.MinCocRadius Minimal Coc radius required to be scattered (default
= 3).
r.DOF.Scatter.NeighborCompareMaxColor Controles the linear color clamping
upperbound applied before color of pixel and neighbors are compared. To low, and
you may not scatter enough; to high you may scatter unnecessarily too much in
highlights (Default: 10).
r.DOF.TemporalAAQuality Quality of temporal AA pass done in DOF.
0: Faster but lower quality; 1: Higher quality pass (default).
r.DoInitViewsLightingAfterPrepass Delays the lighting part of InitViews until
after the prepass. This improves the threading throughput and gets the prepass to
the GPU ASAP. Experimental options; has an unknown race.
r.DoLazyStaticMeshUpdate If true, then do not add meshes to the static mesh
draw lists until they are visible. Experiemental option.
r.DontLimitOnBattery 0: Limit performance on devices with a battery.(default)
1: Do not limit performance due to device having a battery.
r.DoPrepareDistanceFieldSceneAfterRHIFlush If true, then do the distance field
scene after the RHI sync and flush. Improves pipelining.
r.DoTiledReflections Compute Reflection Environment with Tiled compute shader..
0: off
1: on (default)
r.Downsample.Quality Defines the quality in which the Downsample passes. we
might add more quality levels later.
0: low quality
>0: high quality (default: 1)
r.DownsampledOcclusionQueries Whether to issue occlusion queries to a downsampled
depth buffer
r.DrawRectangleOptimization Controls an optimization for DrawRectangle(). When
enabled a triangle can be used to draw a quad in certain situations (viewport sized
quad).
Using a triangle allows for slightly faster post processing in lower resolutions
but can not always be used.
0: Optimization is disabled, DrawDenormalizedQuad always render with quad
1: Optimization is enabled, a triangle can be rendered where specified (default)
r.DriverDetectionMethod Defines which implementation is used to detect the GPU
driver (to check for old drivers, logs and statistics)
0: Iterate available drivers in registry and choose the one with the same name, if
in question use next method (happens)
1: Get the driver of the primary adapter (might not be correct when dealing with
multiple adapters)
2: Use DirectX LUID (would be the best, not yet implemented)
3: Use Windows functions, use the primary device (might be wrong when API is using
another adapter)
4: Use Windows functions, use names such as DirectX Device (newest, most promising)