Live FX Documentation
  • 📚Getting Started
    • Introduction
      • Feature Comparison
      • Download & Install
      • Settings
        • System Settings
          • Custom Commands
          • Advanced
        • User Settings
        • Video IO Settings
          • Black Magic Troubleshooting
      • Helpful Shortcuts
        • Construct Shortcuts
        • Player Shortcuts
        • Viewport Shortcuts
        • ColorFX Shortcuts
        • Stage Lights Shortcuts
    • The Basics
      • Project Settings
      • Change Shot Framerate and Resolution
      • Change the Shot Length
      • Timecode
      • Working with Layers
      • General Tips
    • Helpful Links
    • First Time Start-Up
    • User Interface
  • ⚡Quickstart Example Projects
    • Simple Video Playback
    • Green Screen with 360 Background
    • LED Wall - Projection Mapping
    • LED Wall - Without Projection Mapping
    • Packaged Unreal Engine project Example
  • 📼Video Playback
    • Video-IO Settings
    • Playback h.264 files
    • Import Media and Maintain Folder Structure
  • 🎥Camera Tracking
    • Camera and Lens Calibration
    • Camera Trackers
      • REtracker Bliss
      • ZEISS CinCraft Scenario
      • MoSys
      • Stype
      • OptiTrack
      • HTC Mars Camtrack
      • Free D
      • iPhone Apps
    • How to apply camera tracking to a layer, image, or mask
    • How to manually adjust camera tracking speed and delay
    • How to delay the Inner Frustum
    • How to apply FIZ (Zoom and Focus) from Camera Tracking
  • Motion Control
    • Mark Roberts Motion Control (MRMC)
    • Motorized Precision
    • eMotimo
    • SISU
  • 🟩Green Screen Workflow
    • Qualifiers
    • Green Screen with Set Extension Workflow
    • Working with Ultimatte
  • 📺LED Workflow
    • Setting up an LED Wall
      • Set Up Nvidia Mosaic
      • Nvidia Multi-GPU Configuration
    • Stage Manager
    • How to make the inner frustum green
    • Switcher Node
    • Tips when using Projection Mapping
    • Using HDR
    • Projection Mapping Tutorials
      • Part 1: General Introduction to Projection Mapping
      • Part 2: : Projection Mapping - Media Types & Projection Models
      • Part 3: Projection Mapping on multiple walls
      • Part 4: Projection Mapping with Unreal Engine
      • Part 5: Set Extensions
  • 💡Lighting
    • Getting started with Image Based Lighting
    • Lighting Brands
      • Aputure
      • Creamsource
      • Kino Flo
        • Mimik 120
        • Freestyle
      • Prolycht
      • Quasar Science
    • How to Sample Multiple Video Sources through Videowall
    • Rec2020 Example Project
      • Megapixel HELIOS settings for Mimik
      • Blackmagic UltraStudio 4k Mini Settings
      • Setup Display Colorspace
      • Video IO Settings
      • Create and Set up your Project
      • Create and set up your Shot
      • Fix Jitter
  • 🎮Unreal Engine
    • Known Issues with Live FX <> Unreal
    • Set up Unreal Engine with Live FX
    • Play your Unreal Engine scene as a Game
    • How to Package an Unreal Engine Project for Live FX
      • Command Line Arguments
      • Before You Package
    • Unreal Web Remote Control (Optional)
    • Control UE through OSC
    • Take Recorder
    • Working with Sequencer
    • Unreal Optimization
      • Console Commands / Command Line Arguments
      • List of all Console Variables and Commands
        • Scalability Groups Console Variables
        • Renderer Console Variables
      • Baking Light
      • DLSS
  • ©️Cuebric Workflow
    • Projection Mapping with Cuebric Files
    • Non-Projection Mapping with Cuebric
  • 🧊2.5d Workflow
    • Projection Mapping 2.5d Workflow
    • Non-Projection Mapping 2.5d Workflow
  • 🖥️Multi-Computer Workflows
    • Sync Players
    • Sync Projects across Multiple Nodes
  • 🌅Live Looks - Live Grade LED Walls
    • How to Purchase and Install Live Looks
    • How to set up Live Looks with Brompton
    • Live Grading with Live Looks
  • 🗃️Compositing
    • Working with the Alpha Channel
    • Re-Map EXR channels
    • Working with Mattes
    • Opacity and Blend Modes
  • 🆘General Troubleshooting
    • 📰Licensing the Software
    • 🕙Dealing with Delay
    • 🖥️Networking Tips
    • ❓Frequently Asked Questions (FAQs)
      • Does Live FX support Unreal 5.3?
      • Why won't Live FX open when I have a second monitor hooked up?
      • How do I switch the toolset from Live FX to Scratch?
      • Where is the record button?
      • Why is my image dark (or why are my colors wrong)?
      • How do I close Live FX?
      • How do I minimize Live FX?
      • What is SCRATCH? What is Assimilate? Are they the same thing as Live FX?
      • How do I change the mouse from moving in circles to left/right?
    • Stuttering Playback
  • 📘User Guide (Old)
Powered by GitBook
On this page
  • Overview
  • Output Log
  • Location of .ini files
  • These settings sped up frame rate
  • Change Scalability Settings
  1. Unreal Engine
  2. Unreal Optimization

Console Commands / Command Line Arguments

PreviousUnreal OptimizationNextList of all Console Variables and Commands

Last updated 1 year ago

Overview

There are many properties that you can change in Unreal by passing console commands or by adding command line arguments to .exe files.

If you are in Unreal Engine, at the bottom left of the screen you can enter these commands where it says "Enter Console Command"

If you are simulating the game, or have already packaged a project, you can press the ` key on the keyboard (same place as ~) and it will prompt you.

These commands are only active until you close the project or game. When you re-open your project, it will be set back to whatever the default values are. If you want the changes to persist, you can change them in their .ini files.

Console commands and the .ini files are formatted a little differently, for example in the console you would enter "sg.ResolutionQuality 50" (notice the space between the world and the number)

In the .ini file, you would enter the same command "sg.ResolutionQuality=50" (notice the equal sign between the word and the number).

The commands are not case-sensitive, but it's good practice to match what Unreal Engine does.

cvars = Console Variables

Output Log

Unreal Engine

Packaged Project

In a packaged project, the way to see the output log is to create a shortcut and pass the cvar "-log"

Location of .ini files

Unreal Engine

Packaged Project

[Path to where you put the packaged file]

\Windows\LightSail_VP_Scenes\Saved\Config\Windows\GameUserSettings.ini

The GameUserSettings.ini file is the main file to edit.

These settings sped up frame rate

r.Shadow.Virtual.ResolutionLodBiasDirection -1 (Default was 0, 5 was also good)

Change Scalability Settings

In the GameUserSettings.ini file, you can paste this text in there, and adjust them as needed.

[ScalabilityGroups] sg.ResolutionQuality=100 sg.ViewDistanceQuality=0 sg.AntiAliasingQuality=1 sg.ShadowQuality=1 sg.PostProcessQuality=1 sg.TextureQuality=1 sg.EffectsQuality=0 sg.FoliageQuality=0 sg.GlobalIlluminationQuality=3 sg.ReflectionQuality=3 sg.ShadingQuality=3

[/Script/Engine.GameUserSettings] bUseVSync=False bUseDynamicResolution=False ResolutionSizeX=1920 ResolutionSizeY=1200 LastUserConfirmedResolutionSizeX=1920 LastUserConfirmedResolutionSizeY=1200 WindowPosX=-1 WindowPosY=-1 FullscreenMode=1 LastConfirmedFullscreenMode=1 PreferredFullscreenMode=1 Version=5 AudioQualityLevel=0 LastConfirmedAudioQualityLevel=0 FrameRateLimit=23.976000 DesiredScreenWidth=1280 bUseDesiredScreenHeight=False DesiredScreenHeight=720 LastUserConfirmedDesiredScreenWidth=1280 LastUserConfirmedDesiredScreenHeight=720 LastRecommendedScreenWidth=-1.000000 LastRecommendedScreenHeight=-1.000000 LastCPUBenchmarkResult=-1.000000 LastGPUBenchmarkResult=-1.000000 LastGPUBenchmarkMultiplier=1.000000 bUseHDRDisplayOutput=False HDRDisplayOutputNits=1000

🎮