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Signed-off-by: Gregory <[email protected]>
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tajemniktv committed Nov 13, 2024
1 parent 243ac89 commit 38b0d73
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Showing 11 changed files with 73 additions and 46 deletions.
107 changes: 61 additions & 46 deletions Config/Engine.ini
Original file line number Diff line number Diff line change
Expand Up @@ -17,31 +17,39 @@
;a.URO.ForceInterpolation=1 ;Default: 0

; ================================================================================
; START OF
; START OF GENERAL ASYNC SECTION
; ================================================================================

;AllowAsyncRenderThreadUpdates=1
AllowAsyncRenderThreadUpdatesDuringGamethreadUpdates = 1
AllowAsyncRenderThreadUpdatesEditor = 1 ;Default: 0
AllowAsyncRenderThreadUpdatesEditorGameWorld = 1
;AsyncLoadingTimeLimit=5.000000 ;Default 5

; ================================================================================
; START OF
; ================================================================================
;r.AsyncCompute.bAllowAsyncDataReadback=1
;r.AsyncCompute.bAllowBackgroundThreads=1
;r.AsyncCompute.MaxNonComputeTaskCost=10
;r.AsyncCompute.MaxNumBackgroundThreads=4
;r.AsyncCompute=1
;r.AsyncCreateLightPrimitiveInteractions=1
;r.AsyncPipelineCompile=1 ;Default: 0

;AllowStreamingLightmaps=False (Doesn't exist in console, VirtualTexture does)
;r.Bloom.AsyncCompute=1

;r.EnableAsyncComputeTranslucencyLightingVolumeClear=1
;r.EnableAsyncComputeVolumetricFog=1

; ================================================================================
; START OF
; ================================================================================

;AnimPhysicsMinDeltaTime=0.000000
;AllowStreamingLightmaps=False (Doesn't exist in console, VirtualTexture does)

; ================================================================================
; START OF
; ================================================================================

;AsyncLoadingTimeLimit=5.000000 ;Default 5
;AnimPhysicsMinDeltaTime=0.000000

; ================================================================================
; START OF
Expand Down Expand Up @@ -94,16 +102,12 @@ bSmoothFrameRate = False

;Compat.UseDXT5NormalMaps=0

; ================================================================================
; START OF
; ================================================================================

;ConnectionTimeout=30.0
;ContactOffsetMultiplier=0.020000
CSS.Conveyor.EnableLodOptimizations = 1

; ================================================================================
; START OF
; START OF D3D12 SECTION
; ================================================================================

;D3D12.AdjustTexturePoolSizeBasedOnBudget=1
Expand Down Expand Up @@ -188,7 +192,7 @@ fx.Niagara.DelayScriptAsyncOptimization = 0 ;Default: 1
fx.Niagara.GpuProfiling.Enabled = 0 ;Default: 1

; ================================================================================
; START OF
; START OF GARBAGE COLLECTION SECTION
; ================================================================================

gc.ActorClusteringEnabled = 1 ;Default: 0
Expand Down Expand Up @@ -218,7 +222,7 @@ gc.MultithreadedDestructionEnabled = 1
;GeometryCache.OffloadUpdate=1 ;Default: 0

; ================================================================================
; START OF
; START OF GRASS SECTION
; ================================================================================

;grass.DensityScale=2.5 ;alternatives: 0.25, 0.8, 2.5
Expand Down Expand Up @@ -358,19 +362,7 @@ r.AOGlobalDistanceField.MinMeshSDFRadius = 10 ;Default: , Alternatives: 5
;r.AOSpecularOcclusionMode=2 ;Default:

; ================================================================================
; START OF
; ================================================================================

;r.AsyncCompute.bAllowAsyncDataReadback=1
;r.AsyncCompute.bAllowBackgroundThreads=1
;r.AsyncCompute.MaxNonComputeTaskCost=10
;r.AsyncCompute.MaxNumBackgroundThreads=4
;r.AsyncCompute=1
;r.AsyncCreateLightPrimitiveInteractions=1
;r.AsyncPipelineCompile=1 ;Default: 0

; ================================================================================
; START OF
; START OF AUTO EXPOSURE SECTION
; ================================================================================

r.AutoExposure.IgnoreMaterials.LuminanceScale = 0.25 ;Default: 0.18
Expand All @@ -388,7 +380,6 @@ r.bForceCPUAccessToGPUSkinVerts = 1
; START OF
; ================================================================================

;r.Bloom.AsyncCompute=1
;r.Bloom.Cross=0.6
;r.Bloom.HalfResolutionFFT=1
;r.BloomQuality=0 ;alternatives: 2, 5
Expand All @@ -401,7 +392,7 @@ r.bForceCPUAccessToGPUSkinVerts = 1
;r.BufferVisualizationDumpFramesAsHDR=0

; ================================================================================
; START OF
; START OF CACHE SECTION
; ================================================================================

;r.Cache.DrawDirectionalShadowing=1
Expand Down Expand Up @@ -537,8 +528,6 @@ r.DynamicGlobalIlluminationMethod = 1
;r.EarlyZPassMovable=1
;r.EarlyZPassOnlyMaterialMasking=1
;r.Emitter.FastPoolEnable=1
;r.EnableAsyncComputeTranslucencyLightingVolumeClear=1
;r.EnableAsyncComputeVolumetricFog=1
;r.EnableComputeBuildHZB=1
;r.experimental.Nanite.EnableMeshes=1
;r.experimental.Nanite.EnableStreaming=1
Expand All @@ -552,7 +541,7 @@ r.DynamicGlobalIlluminationMethod = 1
;r.FastBlurThreshold=0 ;alternatives: 3, 7

; ================================================================================
; START OF
; START OF FAST VRAM SECTION
; ================================================================================

;r.FastVRam.BokehDOF=1
Expand Down Expand Up @@ -584,7 +573,7 @@ r.DynamicGlobalIlluminationMethod = 1
;r.FastVRam.Upscale=1

; ================================================================================
; START OF
; START OF FIDELITYFX SECTION
; ================================================================================

;r.FidelityFX.FI.AllowAsyncWorkloads=1
Expand Down Expand Up @@ -708,8 +697,13 @@ r.HeightFieldShadowing = 0

r.Lumen.AsyncCompute = 1 ;Default: 0
r.Lumen.DiffuseIndirect.AsyncCompute = 0


;r.Lumen.RadianceCache.SortTraceTiles=1
;r.Lumen.RadianceCache.SpatialFilterMaxRadianceHitAngle=10 ;alternatives: 30


;LUMEN REFLECTIONS SETTINGS
r.Lumen.Reflections.AsyncCompute = 1
;r.Lumen.Reflections.DownsampleFactor=1
;r.Lumen.Reflections.GGXSamplingBias=0.3
Expand All @@ -723,7 +717,13 @@ r.Lumen.Reflections.ScreenTraces = 0 ;Alternatives:1
r.Lumen.Reflections.SmoothBias = 0.7
r.Lumen.Reflections.Temporal.MaxFramesAccumulated = 256
r.Lumen.Reflections.TraceMeshSDFs = 1 ;Default: 1
r.Lumen.TranslucencyReflections.FrontLayer.Enable = 1 ;Also set via console
r.Lumen.TranslucencyReflections.FrontLayer.EnableForProject = 1
;r.Lumen.TranslucencyVolume.RadianceCache.FarField=1

;r.Lumen.SampleFog=0 :Default: 0


r.Lumen.ScreenProbeGather.DiffuseIntegralMethod = 2
r.Lumen.ScreenProbeGather.DownsampleFactor = 32 ;Default: 32, Alternatives: 26
r.Lumen.ScreenProbeGather.FullResolutionJitterWidth = 0.5
Expand All @@ -742,14 +742,17 @@ r.Lumen.ScreenProbeGather.TemporalFilterProbes = 1 ;Default: 0
;r.Lumen.ScreenProbeGather.TraceMeshSDFs=1 ;Default: 1
r.Lumen.ScreenProbeGather.TracingOctahedronResolution = 8
;r.Lumen.ScreenProbeGather.TwoSidedFoliageBackfaceDiffuse=1


;r.Lumen.SkylightLeaking.Roughness=0.5 ;Default: 0.3,
;r.Lumen.TraceDistanceScale=1


r.Lumen.TraceMeshSDFs = 1
r.Lumen.TraceMeshSDFs.Allow = 1
r.Lumen.TraceMeshSDFs.TraceDistance = 200 ;alternatives: 225, 250
r.Lumen.TranslucencyReflections.FrontLayer.Enable = 1 ;Also set via console
r.Lumen.TranslucencyReflections.FrontLayer.EnableForProject = 1
;r.Lumen.TranslucencyVolume.RadianceCache.FarField=1


r.LumenScene.SurfaceCache.CardTexelDensityScale = 10000
r.LumenScene.SurfaceCache.ForceEvictHiResPages = 1
r.LumenScene.SurfaceCache.CardCaptureFactor = 16
Expand All @@ -770,7 +773,7 @@ r.Material.RoughDiffuse = True
;r.Material.EnergyConservation = False

; ================================================================================
; START OF
; START OF NANITE SECTION
; ================================================================================

;r.Nanite.SoftwareVRS=1
Expand All @@ -794,17 +797,28 @@ r.ReflectionMethod = 1 ;Sets (0=None, 1=Lumen) reflections
r.SkinCache.Allow = true
r.SkinCache.CompileShaders = 1

;TOGGLE FOR RAYTRACING
bEnableRayTracing = true
;r.RayTracing = True
r.Lumen.HardwareRayTracing.LightingMode = 2 ;alternatives: 1

;TOGGLE FOR HARDWARE LUMEN
r.Lumen.HardwareRayTracing = True

;HARDWARE RAYTRACING LIGHTING MODE
r.Lumen.HardwareRayTracing.LightingMode = 2
;0: interpolate final lighting from the surface cache
;1: evaluate material, and interpolate irradiance and indirect irradiance from the surface cache
;2: evaluate material and direct lighting, and interpolate indirect irradiance from the surface cache
;3: evaluate material, direct lighting, and unshadowed skylighting at the hit point

;RAY TRACING SPECIFIC SETTINGS
;r.RayTracing.GlobalIllumination.FireflySuppression=1
;r.RayTracing.SkyLight.MaxShadowThickness=5
;r.RayTracing.Translucency.MinRayDistance=100
;r.RayTracing.Reflections.ExperimentalDeferred.GenerateRaysWithRGS=0

; ================================================================================
; START OF
; START OF STREAMING SECTION
; ================================================================================

;r.Streaming.PoolSize = 4096
Expand All @@ -813,8 +827,9 @@ r.Streaming.LimitPoolSizeToVRAM = 1
;r.Streaming.UseFixedPoolSize=1

; ================================================================================
; START OF
; START OF VIRTUAL SHADOW MAP SECTION
; ================================================================================

r.Shadow.Virtual.Enable = 1
r.Shadow.Virtual.UseFarShadowCulling = 0 ;Default: 1

Expand All @@ -826,15 +841,15 @@ r.Shadow.Virtual.UseFarShadowCulling = 0 ;Default: 1
;r.TranslucencyLightingVolumeDim=16

; ================================================================================
; START OF
; START OF WATER SECTION
; ================================================================================

;r.Water.SingleLayer.ShadersSupportVSMFiltering=1
;r.Water.SingleLayer.VSMFiltering=1
;r.Water.SingleLayerWater.SupportCloudShadow=1

; ================================================================================
; START OF
; START OF VARIABLE RATE SHADING SECTION
; ================================================================================

;r.VRS.Enable=true
Expand All @@ -846,7 +861,7 @@ r.Shadow.Virtual.UseFarShadowCulling = 0 ;Default: 1
;r.VRS.NaniteEmitGBuffer=1

; ================================================================================
; START OF
; START OF VIRTUAL TEXTURES SECTION
; ================================================================================

r.VT.MaxUploadsPerFrame = 4
Expand Down Expand Up @@ -885,7 +900,7 @@ r.VT.TileSize = 128 ;Default: 128
;s.UnregisterComponentsTimeLimit=0.00 ;alternatives: 2.00

; ================================================================================
; START OF
; START OF SCALABILITY SECTION
; ================================================================================

;sg.FoliageLoadDistance=3 ;alternatives: 4
Expand All @@ -900,7 +915,7 @@ r.VT.TileSize = 128 ;Default: 128
;SyncSceneSmoothingFactor=0.000000

; ================================================================================
; START OF
; START OF TASK GRAPH SECTION
; ================================================================================

;TaskGraph.AllowBulkShortTasks=1
Expand All @@ -912,7 +927,7 @@ r.VT.TileSize = 128 ;Default: 128
;TaskGraph.UseSharedProducerConsumerQueue=1

; ================================================================================
; START OF
; START OF TICK SECTION
; ================================================================================

;tick.AllowAsyncComponentTicks=1 ;Default: 1
Expand Down
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12 changes: 12 additions & 0 deletions Source/BP_TajsGraph_ConfigStruct.h
Original file line number Diff line number Diff line change
Expand Up @@ -45,6 +45,18 @@ struct FBP_TajsGraph_ConfigStruct_ShadowsSection {

UPROPERTY(BlueprintReadWrite)
bool VSMFarShadowCulling{};

UPROPERTY(BlueprintReadWrite)
bool ContactShadows{};

UPROPERTY(BlueprintReadWrite)
bool DFShadows{};

UPROPERTY(BlueprintReadWrite)
bool CapsuleShadows{};

UPROPERTY(BlueprintReadWrite)
bool CascadedShadows{};
};

USTRUCT(BlueprintType)
Expand Down

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