Renderer Console Variables
Last updated
Last updated
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Generated by: Unreal Engine 5 console command 'Help' Version: 0.95 Last Update: 2022.07.19-00.15.03
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.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.AntiAliasingMethod
Engine default (project setting) for AntiAliasingMethod is (postprocess volume/camera/game setting still can override) 0: off (no anti-aliasing) 1: Fast Approximate Anti-Aliasing (FXAA) 2: Temporal Anti-Aliasing (TAA) 3: Multisample Anti-Aliasing (MSAA, Only available on the desktop forward renderer) 4: Temporal Super-Resolution (TSR, Default)
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.AOGlobalDistanceField.AverageCulledObjectsPerPage
Average expected number of objects per page, used to preallocate memory for the cull grid.
r.AOGlobalDistanceField.CameraPositionVelocityOffsetDecay
r.AOGlobalDistanceField.FastCameraMode
Whether to update the Global SDF for fast camera movement - lower quality, faster updates so lighting can keep up with the camera.
r.AOGlobalDistanceField.Heightfield
Whether to voxelize Heightfield into the global distance field.
r.AOGlobalDistanceField.MinMeshSDFRadius
Meshes with a smaller world space radius than this are culled from the global SDF.
r.AOGlobalDistanceField.MinMeshSDFRadiusInVoxels
Meshes with a smaller radius than this number of voxels are culled from the global SDF.
r.AOGlobalDistanceField.MipFactor
Resolution divider for the mip map of a distance field clipmap.
r.AOGlobalDistanceField.NumClipmaps
Num clipmaps in the global distance field. Setting this to anything other than 4 is currently only supported by Lumen.
r.AOGlobalDistanceField.OccupancyRatio
Expected sparse global distacne field occupancy for the page atlas allocation. 0.25 means 25% - filled and 75% - empty.
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.AOGlobalDistanceFieldClipmapUpdatesPerFrame
How many clipmaps to update each frame, only 1 or 2 supported. With values less than 2, the first clipmap is only updated every other frame, which can cause incorrect self occlusion during movement.
r.AOGlobalDistanceFieldDrawModifiedPrimitives
Whether to draw 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.AOGlobalDistanceFieldForceFullUpdate
Whether to force full global distance field update every frame.
r.AOGlobalDistanceFieldForceMovementUpdate
Whether to force N texel border on X, Y and Z update each 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. Pass 2 to log only non movable object updates.
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.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.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.AsyncPipelineCompile
0 to Create PSOs at the moment they are requested 1 to Create Pipeline State Objects asynchronously(default)
r.BasePassForceOutputsVelocity
Force the base pass to compute motion vector, regardless of FPrimitiveUniformShaderParameters.0: Disabled (default)1: Enabled
r.BasePassOutputsVelocity
Deprecated CVar. Use r.VelocityOutputPass instead.
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.AsyncCompute
Whether to run FFT bloom on async compute.
r.Bloom.CacheKernel
Whether to cache the kernel in spectral domain.
r.Bloom.ScreenPercentage
Controles the axis resolution of the FFT convolution for bloom.
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.CachedRayTracingInstances.CacheLocalTransform
Cache Local Transform instead of using InstanceData (increases memory usage).
r.CachedRayTracingInstances.LazyUpdate
Lazy update cached ray tracing instances world transforms. Reduces memory usage by only caching world transforms of primitives when necessary.
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.CEFGPUAcceleration
Enables GPU acceleration in CEF
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.ClearGBufferDBeforeBasePass
Whether to clear GBuffer D before basepass
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.Grading
Controls whether post process settings's color grading settings should be applied.
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.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.CullInstances
CullInstances.
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 Base Pass (Allows samping in DBuffer pass. Can be more efficient with AsyncCompute.) 1: After Base Pass 2: Default (Before Base Pass if DBuffer enabled.)
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.D3D12.AllowAsyncCompute
Allow usage of async compute
r.D3D12.AllowShaderModel6
Allows the usage of SM6 feature level.
r.D3D12.AutoAttachPIX
Automatically attach PIX on startup
r.D3D12.BreadCrumbs
Enable minimal overhead GPU Breadcrumbs to track the current GPU state and logs information what operations the GPU executed last.
r.D3D12.Depth24Bit
0: Use 32-bit float depth buffer 1: Use 24-bit fixed point depth buffer(default)
r.D3D12.DRED
Enable DRED GPU Crash debugging mode to track the current GPU state and logs information what operations the GPU executed last.Has GPU overhead but gives the most information on the current GPU state when it crashes or hangs.
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.ExperimentalShaderModels
Controls whether D3D12 experimental shader models should be allowed. Not available in shipping builds. (default = 0).
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.NvAfterMath
Enable NvAftermath to track the current GPU state and logs information what operations the GPU executed last. Only works on nVidia hardware and will dump GPU crashdumps as well.
r.D3D12.RayTracing.AllowCompaction
Whether to automatically perform compaction for static acceleration structures to save GPU memory. (default = 1)
r.D3D12.RayTracing.AllowSpecializedStateObjects
Whether to use specialized RTPSOs if they have been created. This is intended for performance testingand has no effect if r.D3D12.RayTracing.SpecializeStateObjects is 0. (default = 1)
r.D3D12.RayTracing.CacheShaderRecords
Automatically cache and re-use SBT hit group records. This significantly improves CPU performance in large scenes with many identical mesh instances. (default = 1) This mode assumes that contents of uniform buffers does not change during ray tracing resource binding.
r.D3D12.RayTracing.DebugForceBuildMode
Forces specific acceleration structure build mode (not runtime-tweakable). 0: Use build mode requested by high-level code (Default) 1: Force fast build mode 2: Force fast trace mode
r.D3D12.RayTracing.DeduplicateSamplers
Use an exhaustive search to deduplicate sampler descriptors when generating shader binding tables. Reduces sampler heap usage at the cost of some CPU time. (default = 1)
r.D3D12.RayTracing.MaxBatchedCompaction
Maximum of amount of compaction requests and rebuilds per frame. (default = 64)
r.D3D12.RayTracing.SpecializeStateObjects
Whether to create specialized unique ray tracing pipeline state objects for each ray generation shader. (default = 0) This option can produce more more efficient PSOs for the GPU at the cost of longer creation times and more memory. Requires DXR 1.1.
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.D3D12.UseInternalTransitions
Use the D3D12 RHI internal transitions to drive all resource transitions
r.D3D12.ValidateInternalTransitions
Use the D3D12 RHI internal transitions to validate the engine pushed RHI transitions
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.NormalReprojectionEnabled
If true, normal reprojection from the previous frame is allowed in SceneTexture nodes on DBuffer decals, provided that motion in depth prepass is enabled as well (r.VelocityOutputPass=0). Otherwise the fallback is the normal extracted from the depth buffer.
r.Decal.NormalReprojectionThresholdHigh
When reading the normal from a SceneTexture node in a DBuffer decal shader, the normal is a mix of the geometry normal (extracted from the depth buffer) and the normal from the reprojected previous frame. When the dot product of the geometry and reprojected normal is below the r.Decal.NormalReprojectionThresholdLow, the geometry normal is used. When that value is above r.Decal.NormalReprojectionThresholdHigh, the reprojected normal is used. Otherwise it uses a lerp between them.
r.Decal.NormalReprojectionThresholdLow
When reading the normal from a SceneTexture node in a DBuffer decal shader, the normal is a mix of the geometry normal (extracted from the depth buffer) and the normal from the reprojected previous frame. When the dot product of the geometry and reprojected normal is below the r.Decal.NormalReprojectionThresholdLow, the geometry normal is used. When that value is above r.Decal.NormalReprojectionThresholdHigh, the reprojected normal is used. Otherwise it uses a lerp between them.
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.DecalDepthBias
Global depth bias used by mesh decals. Default is 0.005
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.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.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.DemotedLocalMemoryWarning
If set to 1, a warning will be displayed when local memory has been demoted to system memory.
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.DFShadowAsyncCompute
Whether render distance field shadows using async compute if possible
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.DFShadowCompactCulledObjects
Whether to compact culled object indices when using scattered tile culling. Note that each tile can only hold up to r.DFShadowAverageObjectsPerCullTile number of objects when compaction is not used.
r.DFShadowCullTileWorldSize
World space size of a tile used for culling for directional lights.
r.DFShadowOffsetDataStructure
Which data structure to store offset in, 0 - base, 1 - buffer, 2 - texture
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.DiffuseIndirect.HalfRes
TODO(Guillaume)
r.DiffuseIndirect.RayPerPixel
TODO(Guillaume)
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.DistanceFieldAO.TraverseMips
Whether to traverse mips while tracing AO cones against object SDFs.
r.DistanceFields
Enables distance fields rendering. 0: Disabled. 1: Enabled.
r.DistanceFields.BlockAllocatorSizeInBricks
Allocation granularity of the distance field block allocator. Higher number may cause more memory wasted on padding but allocation may be faster.
r.DistanceFields.BrickAtlasMaxSizeZ
Target for maximum depth of the Mesh Distance Field atlas, in 8^3 bricks. 32 => 128 * 128 * 32 * 8^3 = 256Mb. Actual atlas size can go over since mip2 is always loaded.
r.DistanceFields.BrickAtlasSizeXYInBricks
Controls the allocation granularity of the atlas, which grows in Z.
r.DistanceFields.Debug.ForceNumMips
When set to > 0, overrides the requested number of mips for streaming. 1 = only lowest resolution mip loaded, 3 = all mips loaded. Mips will still be clamped by available space in the atlas.
r.DistanceFields.Debug.ResizeAtlasEveryFrame
Whether to resize the Distance Field atlas every frame, which is useful for debugging.
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.DefragmentIndirectionAtlas
Whether to defragment the Distance Field indirection atlas when it requires resizing.
r.DistanceFields.LogAtlasStats
Set to 1 to dump atlas stats, set to 2 to dump atlas and SDF asset stats.
r.DistanceFields.MaxIndirectionAtlasSizeXYZ
Maximum size of indirection atlas texture
r.DistanceFields.MaxObjectBoundingRadius
Objects larger than this will not be included in the Mesh Distance Field scene, to improve performance.
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! (64Mb for one asset at 512)
r.DistanceFields.MinIndirectionAtlasSizeXYZ
Minimum size of indirection atlas texture
r.DistanceFields.ParallelUpdate
r.DistanceFields.ReverseAtlasAllocationOrder
r.DistanceFields.SupportEvenIfHardwareRayTracingSupported
Whether to support distance fields when hardware ray tracing is supported. Setting it to 0 will skip distance field overhead when hardware ray tracing is supported.
r.DistanceFields.SurfaceBiasExpand
Fraction of a Mesh SDF voxel to expand the surface during intersection. Expanding the surface improves representation quality, at the cost of over-occlusion.
r.DistanceFields.TextureUploadLimitKBytes
Max KB of distance field texture data to upload per frame from streaming requests.
r.DistanceFields.TwoSidedSurfaceBiasExpand
Amount to scale the surface bias for meshes with mostly two sided triangles. Two sided meshes are not represented well with Signed Distance Fields, as no negative region gets created. Expanding the surface improves representation quality, at the cost of over-occlusion.
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.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.DoTiledReflections
Compute Reflection Environment with Tiled compute shader.. 0: off 1: on (default)
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)
r.DumpGPU.Buffer
Whether to dump buffer. 0: Ignores all buffers 1: Dump only buffers' descriptors 2: Dump buffers' descriptors and binaries (default)
r.DumpGPU.ConsoleVariables
Whether to dump rendering console variables (enabled by default).
r.DumpGPU.Directory
Directory to dump to.
r.DumpGPU.Draws
Whether to dump resource after each individual draw call (disabled by default).
r.DumpGPU.Explore
Whether to open file explorer to where the GPU dump on completion (enabled by default).
r.DumpGPU.Mask
Whether to include GPU mask in the name of each Pass (has no effect unless system has multiple GPUs).
r.DumpGPU.PassParameters
Whether to dump the pass parameters.
r.DumpGPU.Root
Allows to filter the tree when using r.DumpGPU command, the pattern match is case sensitive.
r.DumpGPU.Screenshot
Whether to take a final screenshot.
r.DumpGPU.Test.EnableDiskWrite
Master switch whether any files should be written to disk, used for r.DumpGPU automation tests to not fill up workers' hard drive.
r.DumpGPU.Test.PrettifyResourceFileNames
Whether the resource file names should include resource name. May increase the likelyness of running into Windows' filepath limit.
r.DumpGPU.Texture
Whether to dump textures. 0: Ignores all textures 1: Dump only textures' descriptors 2: Dump textures' descriptors and binaries (default)
r.DumpGPU.Viewer.Visualize
Name of RDG output resource to automatically open in the dump viewer.
r.DumpingMovie
Allows to dump each rendered frame to disk (slow fps, names MovieFrame..). <=0:off (default), <0:remains on, >0:remains on for n frames (n is the number specified)
r.DumpPipelineCache
Dump current cache stats.
r.DumpRenderTargetPoolMemory
Dump allocation information for the render target pool.
r.DumpShaderDebugInfo
Dumps debug info for compiled shaders to GameName/Saved/ShaderDebugInfo When set to 1, debug info is dumped for all compiled shader When set to 2, it is restricted to shaders with compilation errors When set to 3, it is restricted to shaders with compilation errors or warnings The debug info is platform dependent, but usually includes a preprocessed version of the shader source. Global shaders automatically dump debug info if r.ShaderDevelopmentMode is enabled, this cvar is not necessary. On iOS, if the PowerVR graphics SDK is installed to the default path, the PowerVR shader compiler will be called and errors will be reported during the cook.
r.DumpShaderDebugShortNames
Only valid when r.DumpShaderDebugInfo > 0. When set to 1, will shorten names factory and shader type folder names to avoid issues with long paths.
r.DumpShaderDebugWorkerCommandLine
Only valid when r.DumpShaderDebugInfo > 0. When set to 1, it will generate a file that can be used with ShaderCompileWorker's -directcompile.
r.DumpShadows
Dump shadow setup (for developer only, only for non shiping build)
r.DumpTransitionsForResource
Prints callstack when the given resource is transitioned. Only implemented for DX11 at the moment.Name of the resource to dump
r.DX12NVAfterMathEnabled
Use NV Aftermath for GPU crash analysis in D3D12
r.DX12NVAfterMathTrackResources
Enable NV Aftermath resource tracing in D3D12
r.DynamicGlobalIlluminationMethod
0 - None. Global Illumination can be baked into Lightmaps but no technique will be used for Dynamic Global Illumination. 1 - Lumen. Use Lumen Global Illumination for all lights, emissive materials casting light and SkyLight Occlusion. Requires 'Generate Mesh Distance Fields' enabled for Software Ray Tracing and 'Support Hardware Ray Tracing' enabled for Hardware Ray Tracing. 2 - SSGI. Standalone Screen Space Global Illumination. Low cost, but limited by screen space information. 3 - RTGI. Ray Traced Global Illumination technique. Deprecated, use Lumen Global Illumination instead. 4 - Plugin. Use a plugin for Global Illumination.
r.DynamicRes.ChangePercentageThreshold
Minimal increase percentage threshold to alow when changing resolution.
r.DynamicRes.CPUBoundScreenPercentage
Screen percentage to converge to when CPU bound. This can be used when GPU and CPU share same memory.
r.DynamicRes.CPUTimeHeadRoom
Head room for the threads compared GPU time to avoid keep getting resolution fraction shrinking down when CPU bound (in milliseconds).
r.DynamicRes.FrameTimeBudget
Frame's time budget in milliseconds.
r.DynamicRes.FrameWeightExponent
Recursive weight of frame N-1 against frame N.
r.DynamicRes.GPUTimingMeasureMethod
Selects the method to use to measure GPU timings. 0: Same as stat unit (default); 1: Timestamp queries.
r.DynamicRes.HistorySize
Number of frames keept in the history.
r.DynamicRes.IncreaseAmortizationBlendFactor
Amortization blend factor when scale resolution back up to reduce resolution fraction oscillations.
r.DynamicRes.MaxConsecutiveOverbudgetGPUFrameCount
Maximum number of consecutive frame tolerated over GPU budget.
r.DynamicRes.MaxScreenPercentage
Maximal screen percentage.
r.DynamicRes.MinResolutionChangePeriod
Minimal number of frames between resolution changes, important to avoid input sample position interferences in TAA upsample.
r.DynamicRes.MinScreenPercentage
Minimal screen percentage.
r.DynamicRes.OperationMode
Select the operation mode for dynamic resolution. 0: Disabled (default); 1: Enable according to the game user settings; 2: Enable regardless of the game user settings.
r.DynamicRes.OutlierThreshold
Ignore frame timing that have Game thread or render thread X time more than frame budget.
r.DynamicRes.TargetedGPUHeadRoomPercentage
Targeted GPU headroom (in percent from r.DynamicRes.FrameTimeBudget).
r.DynamicRes.TestScreenPercentage
Forces the screen percentage to a particular value with dynamic res. 0: Disabled (default); > 0: Screen percentage is enabled.
r.EarlyInitDynamicShadows
Starts shadow culling tasks earlier in the frame.
r.EarlyZPass
Whether to use a depth only pass to initialize Z culling for the base pass. Cannot be changed at runtime. Note: also look at r.EarlyZPassMovable 0: off 1: good occluders only: not masked, and large on screen 2: all opaque (including masked) x: use built in heuristic (default is 3)
r.EarlyZPassOnlyMaterialMasking
Whether to compute materials' mask opacity only in early Z pass. Changing this setting requires restarting the editor. Note: Needs r.EarlyZPass == 2 && r.EarlyZPassMovable == 1
r.EarlyZSortMasked
Sort EarlyZ masked draws to the end of the draw order.
r.Editor.2DGridFade
Tweak to define the grid rendering in 2D viewports.
r.Editor.2DSnapFade
Tweak to define the grid rendering in 2D viewports.
r.Editor.2DSnapMin
Tweak to define the grid rendering in 2D viewports.
r.Editor.2DSnapScale
Tweak to define the grid rendering in 2D viewports.
r.Editor.3DGridFade
Tweak to define the grid rendering in 3D viewports.
r.Editor.3DSnapFade
Tweak to define the grid rendering in 3D viewports.
r.Editor.AlignedOrthoZoom
Only affects the editor ortho viewports. 0: Each ortho viewport zoom in defined by the viewport width 1: All ortho viewport zoom are locked to each other to allow axis lines to be aligned with each other.
r.Editor.MaxNumInstancesDetails
Maximum number of instances shown in the details panel. Above this value, instances are hidden by default. < 0 : No maximum
r.Editor.NewLevelGrid
Wether to show the new editor level grid 0: off 1: Analytical Antialiasing 2: Texture based(default)
r.Editor.SkipSourceControlCheckForEditablePackages
Whether to skip the source control status check for editable packages, 0: Disable (Default), 1: Enable
r.Editor.TemporalUpsampleDepth
Temporal upsample factor of the depth buffer for depth testing editor primitives against.
r.Editor.Viewport.HighDPI
Controls whether editor & PIE viewports can be displayed at high DPI.
r.Editor.Viewport.MaxRenderingResolution
Controls the absolute maximum number of rendered pixel in editor viewports.
r.Editor.Viewport.MinRenderingResolution
Controls the minimum number of rendered pixel by default in editor viewports.
r.Editor.Viewport.OverridePIEScreenPercentage
Apply editor viewports' default screen percentage settings to game viewport clients in PIE.
r.Editor.Viewport.ScreenPercentage
Controls the editor viewports' default screen percentage when using r.Editor.Viewport.ScreenPercentageMode=0.
r.Editor.Viewport.ScreenPercentageMode.NonRealTime
Controls the default screen percentage mode for non-realtime editor viewports.
r.Editor.Viewport.ScreenPercentageMode.RealTime
Controls the default screen percentage mode for realtime editor viewports.
r.EmitMeshDrawEvents
Emits a GPU event around each drawing policy draw call. /nUseful for seeing stats about each draw call, however it greatly distorts total time and time per draw call.
r.Emitter.FastPoolEnable
Should we use fast pools for emitters. 0: Don't pool anything 1: Pool the emitters bro (default)
r.Emitter.FastPoolMaxFreeSize
Max free pool size to keep around without cleaning up.
r.Emitter.SkipRibbonSpawnInterp
Ignore velocity based offsets when interpolating. This prevents ribbon quads from overlapping eachother (default=1)
r.EmitterSpawnRateScale
A global scale upon the spawn rate of emitters. Emitters can choose to apply or ignore it via their bApplyGlobalSpawnRateScale property.
r.EnableAsyncComputeTranslucencyLightingVolumeClear
Whether to clear the translucency lighting volume using async compute.
r.EnableComputeBuildHZB
If zero, build HZB using graphics pipeline.
r.EnableDebugSpam_GetObjectPositionAndScale
Enables or disables debug log spam for a bug in FParticleSystemSceneProxy::GetObjectPositionAndScale()
r.EnableFrustumCull
Enables or disables frustum culling. Useful for comparing results to ensure culling is functioning properly.
r.EnableMorphTargets
Enable Morph Targets
r.EnableMultiGPUForkAndJoin
Whether to allow unused GPUs to speedup rendering by sharing work.
r.EnableStereoEmulation
Emulate stereo rendering
r.ExpandAllOcclusionTestedBBoxesAmount
Amount to expand all occlusion test bounds by.
r.ExpandNewlyOcclusionTestedBBoxesAmount
If we don't occlusion test a primitive for r.GFramesNotOcclusionTestedToExpandBBoxes frames, then we expand the BBox when we do occlusion test it for a few frames by this amount. See also r.FramesToExpandNewlyOcclusionTestedBBoxes, r.GFramesNotOcclusionTestedToExpandBBoxes.
r.ExposureOffset
For adjusting the exposure on top of post process settings and eye adaptation. For developers only. 0:default
r.ExrReadAndProcessOnGPU
Allows reading of Large Uncompressed EXR files directly into Structured Buffer. and be processed on GPU
r.EyeAdaptation.Basic.Compute
Use Pixel or Compute Shader to compute the basic eye adaptation. = 0 : Pixel Shader > 0 : Compute Shader (default)
r.EyeAdaptation.BlackHistogramBucketInfluence
This parameter controls how much weight to apply to completely dark 0.0 values in the exposure histogram. When set to 1.0, fully dark pixels will accumulate normally, whereas when set to 0.0 fully dark pixels will have no influence.
r.EyeAdaptation.ExponentialTransitionDistance
The auto exposure moves linearly, but when it gets ExponentialTransitionDistance F-stops away from the target exposure it switches to as slower exponential function.
r.EyeAdaptation.LensAttenuation
The camera lens attenuation (q). Set this number to 0.78 for lighting to be unitless (1.0cd/m^2 becomes 1.0 at EV100) or 0.65 to match previous versions (1.0cd/m^2 becomes 1.2 at EV100).
r.EyeAdaptation.MethodOverride
Override the camera metering method set in post processing volumes -2: override with custom settings (for testing Basic Mode) -1: no override 1: Auto Histogram-based 2: Auto Basic 3: Manual
r.EyeAdaptation.PreExposureOverride
Overide the scene pre-exposure by a custom value. = 0 : No override > 0 : Override PreExposure
r.EyeAdaptation.VisualizeDebugType
When enabling Show->Visualize->HDR (Eye Adaptation) is enabled, this flag controls the scene color. 0: Scene Color after tonemapping (default). 1: Histogram Debug
r.EyeAdaptationQuality
Defines the eye adaptation quality which allows to adjust for quality or performance. <=0: off (fastest) 1: low quality (e.g. non histogram based, not yet implemented) 2: normal quality (default) 3: high quality (e.g. screen position localized, not yet implemented)
r.FastBlurThreshold
Defines at what radius the Gaussian blur optimization kicks in (estimated 25% - 40% faster). The optimization uses slightly less memory and has a quality loss on smallblur radius. 0: use the optimization always (fastest, lowest quality) 3: use the optimization starting at a 3 pixel radius (quite fast) 7: use the optimization starting at a 7 pixel radius (default) >15: barely ever use the optimization (high quality)
r.FASTBuild.JobProcessor.MaxTimeWithPendingJobs
Specifies how much time in seconds we will wait to have the min amount of pending jobs. Past this time, the build will start anyways. Default = 10
r.FASTBuild.JobProcessor.MinBatchSize
Minimum number of shaders to compile with FASTBuild. Default = 100
r.FASTBuild.JobProcessor.SleepTimeBetweenActions
How much time the job processor thread should sleep between actions .
r.FASTBuildController.Enabled
Enables or disables the use of FASTBuild to build shaders. 0: Controller will not be used (shaders will be built locally or using other controllers). 1: Distribute builds using FASTBuild.
r.FASTBuildController.SendAllPossibleShaderDependencies
Send all possible dependencies of the shaders to the remote machines.0: Use dependencies array reported in the task structure. 1: Brute-force discover all possible dependencies.
r.FASTBuildController.SendSCWDebugSymbols
Enable when distributed shader compiler workers crash. 0: Do not send along debug information in FASTBuild. 1: Send along debug information in FASTBuild.
r.FastVRam.BokehDOF
r.FastVRam.CircleDOF
r.FastVRam.CombineLUTs
r.FastVRam.CustomDepth
r.FastVRam.DBufferA
r.FastVRam.DBufferB
r.FastVRam.DBufferC
r.FastVRam.DBufferMask
r.FastVRam.DistanceFieldAOBentNormal
r.FastVRam.DistanceFieldAODownsampledBentNormal
r.FastVRam.DistanceFieldAOHistory
r.FastVRam.DistanceFieldAOScreenGridResources
r.FastVRam.DistanceFieldCulledObjectBuffers
r.FastVRam.DistanceFieldIrradiance
r.FastVRam.DistanceFieldNormal
r.FastVRam.DistanceFieldShadows
r.FastVRam.DistanceFieldTileIntersectionResources
r.FastVRam.Distortion
r.FastVRam.DOFPostfilter
r.FastVRam.DOFReduce
r.FastVRam.DOFSetup
r.FastVRam.Downsample
r.FastVRam.EyeAdaptation
r.FastVRam.ForwardLightingCullingResources
r.FastVRam.GBufferA
r.FastVRam.GBufferB
r.FastVRam.GBufferC
r.FastVRam.GBufferD
r.FastVRam.GBufferE
r.FastVRam.GBufferF
r.FastVRam.GBufferVelocity
r.FastVRam.GlobalDistanceFieldCullGridBuffers
r.FastVRam.Histogram
r.FastVRam.HistogramReduce
r.FastVRam.HZB
r.FastVRam.MotionBlur
r.FastVRam.PostProcessMaterial
r.FastVRam.SceneColor
r.FastVRam.SceneDepth
r.FastVRam.ScreenSpaceAO
r.FastVRam.ScreenSpaceShadowMask
r.FastVRam.SeparateTranslucency
r.FastVRam.SeparateTranslucencyModulate
r.FastVRam.ShadowCSM
r.FastVRam.ShadowPerObject
r.FastVRam.ShadowPointLight
r.FastVRam.SSR
r.FastVRam.Tonemap
r.FastVRam.Upscale
r.FastVRam.VelocityFlat
r.FastVRam.VelocityMax
r.FastVRam.VolumetricFog
r.FeatureLevelPreview
If 1 the quick settings menu will contain an option to enable feature level preview modes
r.FilmGrain
Whether to enable film grain.
r.FilmGrain.CacheTextureConstants
Wether the constants related to the film grain should be cached.
r.FilmGrain.SequenceLength
Length of the random sequence for film grain (preferably a prime number, default=97).
r.Filter.LoopMode
Controls when to use either dynamic or unrolled loops to iterates over the Gaussian filtering. This passes is used for Gaussian Blur, Bloom and Depth of Field. The dynamic loop allows up to 128 samples versus the 32 samples of unrolled loops, but add an additional cost for the loop's stop test at every iterations. 0: Unrolled loop only (default; limited to 32 samples). 1: Fall back to dynamic loop if needs more than 32 samples. 2: Dynamic loop only.
r.Filter.SizeScale
Allows to scale down or up the sample count used for bloom and Gaussian depth of field (scale is clamped to give reasonable results). Values down to 0.6 are hard to notice 1 full quality (default) >1 more samples (slower) <1 less samples (faster, artifacts with HDR content or boxy results with GaussianDOF)
r.FinishCurrentFrame
If on, the current frame will be forced to finish and render to the screen instead of being buffered. This will improve latency, but slow down overall performance.
r.FlushMaterialUniforms
r.FlushRHIThreadOnSTreamingTextureLocks
If set to 0, we won't do any flushes for streaming textures. This is safe because the texture streamer deals with these hazards explicitly.
r.Fog
0: disabled 1: enabled (default)
r.FogDensity
Allows to override the FogDensity setting (needs ExponentialFog in the level). Using a strong value allows to quickly see which pixel are affected by fog. Using a start distance allows to cull pixels are can speed up rendering. <0: use default settings (default: -1) >=0: override settings by the given value (0:off, 1=very dense fog)
r.FogStartDistance
Allows to override the FogStartDistance setting (needs ExponentialFog in the level). <0: use default settings (default: -1) >=0: override settings by the given value (in world units)
r.FogUseDepthBounds
Allows enable depth bounds optimization on fog full screen pass. false: disabled true: enabled (default)
r.ForceAllCoresForShaderCompiling
When set to 1, it will ignore INI settings and launch as many ShaderCompileWorker instances as cores are available. Improves shader throughput but for big projects it can make the machine run OOM
r.ForceDebugViewModes
0: Setting has no effect. 1: Forces debug view modes to be available, even on cooked builds.2: Forces debug view modes to be unavailable, even on editor builds. Removes many shader permutations for faster shader iteration.
r.ForceHighestMipOnUITextures
If set to 1, texutres in the UI Group will have their highest mip level forced.
r.ForceLOD
LOD level to force, -1 is off.
r.ForceLODShadow
LOD level to force for the shadow map generation only, -1 is off.
r.ForceSceneHasDecals
Whether to always assume that scene has decals, so we don't switch depth state conditionally. This can significantly reduce total number of PSOs at a minor GPU cost.
r.Forward.LightGridPixelSize
Size of a cell in the light grid, in pixels.
r.Forward.LightGridSizeZ
Number of Z slices in the light grid.
r.Forward.LightLinkedListCulling
Uses a reverse linked list to store culled lights, removing the fixed limit on how many lights can affect a cell - it becomes a global limit instead.
r.Forward.MaxCulledLightsPerCell
Controls how much memory is allocated for each cell for light culling. When r.Forward.LightLinkedListCulling is enabled, this is used to compute a global max instead of a per-cell limit on culled lights.
r.ForwardShading
Whether to use forward shading on desktop platforms - requires Shader Model 5 hardware. Forward shading has lower constant cost, but fewer features supported. 0:off, 1:on This rendering path is a work in progress with many unimplemented features, notably only a single reflection capture is applied per object and no translucency dynamic shadow receiving.
r.FramesToExpandNewlyOcclusionTestedBBoxes
If we don't occlusion test a primitive for r.GFramesNotOcclusionTestedToExpandBBoxes frames, then we expand the BBox when we do occlusion test it for this number of frames. See also r.GFramesNotOcclusionTestedToExpandBBoxes, r.ExpandNewlyOcclusionTestedBBoxesAmount
r.FreeReflectionScratchAfterUse
Free reflection scratch render targets after use.
r.FreeSkeletalMeshBuffers
Controls whether skeletal mesh buffers are kept in CPU memory to support merging of skeletal meshes. 0: Keep buffers(default) 1: Free buffers
r.FreezeMouseCursor
Free the mouse cursor position, for passes which use it to display debug information. 0: default 1: freeze mouse cursor position at current location
r.FrustumCullNumWordsPerTask
Performance tweak. Controls the granularity for the ParallelFor for frustum culling.
r.FullScreenMode
Defines how we do full screen when requested (e.g. command line option -fullscreen or in ini [SystemSettings] fullscreen=true) 0: normal full screen (renders faster, more control over vsync, less GPU memory, 10bit color if possible) 1: windowed full screen (quick switch between applications and window mode, slight performance loss) any other number behaves like 0
r.FXAA.Quality
Selects the quality permutation of FXAA. 0: Console 1: PC medium-dither 3-sample 2: PC medium-dither 5-sample 3: PC medium-dither 8-sample 4: PC low-dither 12-sample (Default) 5: PC extrem quality 12-samples
r.Gamma
Gamma on output
r.GaussianBloom.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.GBufferDiffuseSampleOcclusion
Whether the gbuffer contain occlusion information for individual diffuse samples.
r.GBufferFormat
Defines the memory layout used for the GBuffer. (affects performance, mostly through bandwidth, quality of normals and material attributes). 0: lower precision (8bit per component, for profiling) 1: low precision (default) 3: high precision normals encoding 5: high precision
r.GeneralPurposeTweak
Useful for low level shader development to get quick iteration time without having to change any c++ code. Value maps to Frame.GeneralPurposeTweak inside the shaders. Example usage: Multiplier on some value to tweak, toggle to switch between different algorithms (Default: 1.0) DON'T USE THIS FOR ANYTHING THAT IS CHECKED IN. Compiled out in SHIPPING to make cheating a bit harder.
r.GeneralPurposeTweak2
Useful for low level shader development to get quick iteration time without having to change any c++ code. Value maps to Frame.GeneralPurposeTweak2 inside the shaders. Example usage: Multiplier on some value to tweak, toggle to switch between different algorithms (Default: 1.0) DON'T USE THIS FOR ANYTHING THAT IS CHECKED IN. Compiled out in SHIPPING to make cheating a bit harder.
r.GenerateMeshDistanceFields
Whether to build distance fields of static meshes, needed for Lumen Software Ray Tracing and Distance Field AO, which is used to implement Movable SkyLight shadows. Enabling will increase mesh build times and memory usage. Changing this value will cause a rebuild of all static meshes.
r.GeometryCollection.Nanite
Render geometry collections using Nanite.
r.GeometryCollectionOptimizedTransforms
Whether to optimize transform update by skipping automatic updates in GPUScene.
r.GeometryCollectionSetDynamicData.ISPC
Whether to use ISPC optimizations to set dynamic data in geometry collections
r.GeometryCollectionTripleBufferUploads
Whether to triple buffer geometry collection uploads, which allows Lock_NoOverwrite uploads which are much faster on the GPU with large amounts of data.
r.GFramesNotOcclusionTestedToExpandBBoxes
If we don't occlusion test a primitive for this many frames, then we expand the BBox when we do occlusion test it for a few frames. See also r.ExpandNewlyOcclusionTestedBBoxesAmount, r.FramesToExpandNewlyOcclusionTestedBBoxes
r.GlobalDistanceFieldHeightFieldThicknessScale
Thickness of the height field when it's entered into the global distance field, measured in distance field voxels. Defaults to 4 which means 4x the voxel size as thickness.
r.GlobalIllumination.Denoiser.HistoryConvolution.KernelSpreadFactor
Multiplication factor applied on the kernel sample offset (default=3).
r.GlobalIllumination.Denoiser.HistoryConvolution.SampleCount
Number of samples to use for history post filter (default = 1).
r.GlobalIllumination.Denoiser.PreConvolution
Number of pre-convolution passes (default = 1).
r.GlobalIllumination.Denoiser.ReconstructionSamples
Maximum number of samples for the reconstruction pass (default = 16).
r.GlobalIllumination.Denoiser.TemporalAccumulation
Accumulates the samples over multiple frames.
r.gpucrash.collectionenable
Stores GPU crash data from scoped events when a applicable crash debugging system is available.
r.gpucrash.datadepth
Limits the amount of marker scope depth we record for GPU crash debugging to the given scope depth.
r.GPUCrashDebugging
Enable vendor specific GPU crash analysis tools
r.GPUCrashDebugging.Aftermath.Callstack
Enable callstack capture in Aftermath dumps
r.GPUCrashDebugging.Aftermath.Markers
Enable draw event markers in Aftermath dumps
r.GPUCrashDebugging.Aftermath.ResourceTracking
Enable resource tracking for Aftermath dumps
r.GPUCrashDebugging.Aftermath.TrackAll
Enable maximum tracking for Aftermath dumps
r.GPUCrashDump
Enable vendor specific GPU crash dumps
r.GPUCrashOnOutOfMemory
Enable crash reporting on GPU OOM
r.GPUCsvStatsEnabled
Enables or disables GPU stat recording to CSVs
r.GPUDefrag.AllowOverlappedMoves
Allows defrag relocations that partially overlap themselves.
r.GPUDefrag.EnableTimeLimits
Limits CPU time spent doing GPU defragmentation.
r.GPUDefrag.MaxRelocations
Limits the number of total relocations in a frame regardless of number of bytes moved..
r.GPUMessage.LogAllMessages
Log all messages to the console. 0: Disabled 1: Enabled
r.GPUMessage.MaxBufferSize
Specifies the maximum size of the GPU message buffer, in KiB. default: 64
r.GPUParticle.AFRReinject
Toggle optimization when running in AFR to re-inject particle injections on the next GPU rather than doing a slow GPU->GPU transfer of the texture data 0: Reinjection off 1: Reinjection on
r.GPUParticle.FixDeltaSeconds
GPU particle fix delta seconds.
r.GPUParticle.FixTolerance
Delta second tolerance before switching to a fix delta seconds.
r.GPUParticle.MaxNumIterations
Max number of iteration when using a fix delta seconds.
r.GPUParticle.Simulate
Enable or disable GPU particle simulation
r.GpuProfilerMaxEventBufferSizeKB
Size of the scratch buffer in kB.
r.GPUScene.AllowDeferredAllocatorMerges
r.GPUScene.DebugDrawRange
Maximum distance the to draw instance bounds, the default is -1.0 <=> infinite range.
r.GPUScene.DebugMode
Debug Rendering Mode: 0 - (show nothing, decault) 1 - Draw All 2 - Draw Selected (in the editor) 3 - Draw Updated (updated this frame) You can use r.GPUScene.DebugDrawRange to limit the range
r.GPUScene.InstanceBVH
Add instances to BVH. (WIP)
r.GPUScene.InstanceUploadViaCreate
When uploading GPUScene InstanceData, upload via resource creation when the RHI supports it efficiently.
r.GPUScene.MaxPooledUploadBufferSize
Maximum size of GPU Scene upload buffer size to pool.
r.GPUScene.ParallelUpdate
r.GPUScene.UploadEveryFrame
Whether to upload the entire scene's primitive data every frame. Useful for debugging.
r.GPUScene.ValidateInstanceBuffer
Whether to readback the GPU instance data and assert if it doesn't match the RT primitive data. Useful for debugging.
r.GPUScene.ValidatePrimitiveBuffer
Whether to readback the GPU primitive data and assert if it doesn't match the RT primitive data. Useful for debugging.
r.GPUSkin.CopyBones.ISPC
Whether to use ISPC optimizations when copying bones for GPU skinning
r.GPUSkin.Limit2BoneInfluences
Whether to use 2 bones influence instead of default 4/8 for GPU skinning. Cannot be changed at runtime.
r.GpuSkin.Pool
Should we pool gpu skins. 0: Don't pool anything 1: Pool gpu skins bro (default)
r.GPUSkin.Support16BitBoneIndex
If enabled, a new mesh imported will use 8 bit (if <=256 bones) or 16 bit (if > 256 bones) bone indices for rendering.
r.GPUSkin.UnlimitedBoneInfluences
Whether to use unlimited bone influences instead of default 4/8 for GPU skinning. Cannot be changed at runtime.
r.GPUSkin.UnlimitedBoneInfluencesThreshold
Unlimited Bone Influences Threshold to use unlimited bone influences buffer if r.GPUSkin.UnlimitedBoneInfluences is enabled. Should be unsigned int. Cannot be changed at runtime.
r.GPUStatsChildTimesIncluded
If this is enabled, the child stat timings will be included in their parents' times. This presents problems for non-hierarchical stats if we're expecting them to add up to the total GPU time, so we probably want this disabled.
r.GPUStatsEnabled
Enables or disables GPU stat recording
r.GPUStatsMaxQueriesPerFrame
Limits the number of timestamps allocated per frame. -1 = no limit
r.GPUTracingStatsEnabled
Enables or disables GPU stat recording to tracing profiler
r.GraphicsAdapter
User request to pick a specific graphics adapter (e.g. when using a integrated graphics card with a discrete one) For Windows D3D, unless a specific adapter is chosen we reject Microsoft adapters because we don't want the software emulation. This takes precedence over -prefer{AMD|NVidia|Intel} when the value is >= 0. -2: Take the first one that fulfills the criteria -1: Favour non integrated because there are usually faster (default) 0: Adapter #0 1: Adapter #1, ...
r.GTAO.Combined
Enable Spatial Filter for GTAO 0: Off 1: On (default)
r.GTAO.Downsample
Perform GTAO at Halfres 0: Off 1: On (default)
r.GTAO.FalloffEnd
Distance at when the occlusion completes the fall off.
r.GTAO.FalloffStartRatio
Ratio of the r.GTAO.FalloffEnd value at which it starts to fall off. Must be Between 0 and 1.
r.GTAO.FilterWidth
Size of the noise pattern and filter width 5: 5x5 Pattern (default) 4: 4x4 Pattern
r.GTAO.NumAngles
How Many Angles we choose per pixel Must be Between 1 and 16.
r.GTAO.PauseJitter
Whether to pause Jitter when Temporal filter is off
r.GTAO.SpatialFilter
Enable Spatial Filter for GTAO 0: Off 1: On (default)
r.GTAO.TemporalFilter
Enable Temporal Filter for GTAO 0: Off 1: On (default)
r.GTAO.ThicknessBlend
A heuristic to bias occlusion for thin or thick objects. 0 : Off >0 : On - Bigger values lead to reduced occlusion 0.5: On (default)
r.GTAO.Upsample
Enable Simple or Depth aware upsample filter for GTAO 0: Simple 1: DepthAware (default)
r.GTAO.UseNormals
Whether to use GBuffer Normals or Depth Derived normals 0: Off 1: On (default)
r.GTSyncType
Determines how the game thread syncs with the render thread, RHI thread and GPU. Syncing to the GPU swap chain flip allows for lower frame latency. 0 - Sync the game thread with the render thread (default). 1 - Sync the game thread with the RHI thread. 2 - Sync the game thread with the GPU swap chain flip (only on supported platforms).
r.HairStrands.AsyncLoad
Allow groom asset to be loaded asynchronously in the editor
r.HairStrands.Binding
Enable/Disable hair binding, i.e., hair attached to skeletal meshes.
r.HairStrands.BindingValidation
Enable groom binding validation, which report error/warnings with details about the cause.
r.HairStrands.Cards
Enable/Disable hair cards rendering. This variable needs to be turned on when the engine starts.
r.HairStrands.Cards.AtlasWidthScale
Scale the cards resolution along the width
r.HairStrands.Cards.BulkData.AsyncLoading
Load hair cards/meshes data with async loading so that it is not blocking the rendering thread. This value define the MinLOD at which this happen. Default disabled (-1)
r.HairStrands.Cards.DebugAtlas
Draw debug hair cards atlas.
r.HairStrands.Cards.DebugGuides.Render
Draw debug hair cards guides (1: Rest, 2: Deformed).
r.HairStrands.Cards.DebugGuides.Sim
Draw debug hair sim guides (1: Rest, 2: Deformed).
r.HairStrands.Cards.DebugIndex
ID of the hair card to debug
r.HairStrands.Cards.DebugVoxel
Draw debug hair cards voxel datas.
r.HairStrands.Cards.DynamicAtlasRefresh
Enable dynamic refresh of hair cards texture atlas
r.HairStrands.Cards.InterpolationType
Hair cards interpolation type: 0: None, 1:physics simulation, 2: RBF deformation
r.HairStrands.Cards.MaxAtlasSample
Max super sampling count when generating cards atlas texture
r.HairStrands.Cards.MaxClusterCount
Max number of cluster for debug purpose
r.HairStrands.Cards.MaxHairStrandsSegmentPerCards
Limit the number of segment which are raytraced during the cards generation
r.HairStrands.Cards.WidthScale
Scale the cards resolution along the width
r.HairStrands.CardsAtlas.DefaultResolution
Default cards atlas resolution.
r.HairStrands.CardsAtlas.DefaultResolution.LOD0
Default cards atlas resolution for LOD0.
r.HairStrands.CardsAtlas.DefaultResolution.LOD1
Default cards atlas resolution for LOD1.
r.HairStrands.CardsAtlas.DefaultResolution.LOD2
Default cards atlas resolution for LOD2.
r.HairStrands.CardsAtlas.DefaultResolution.LOD3
Default cards atlas resolution for LOD3.
r.HairStrands.CardsAtlas.DefaultResolution.LOD4
Default cards atlas resolution for LOD4.
r.HairStrands.CardsAtlas.DefaultResolution.LOD5
Default cards atlas resolution for LOD5.
r.HairStrands.CardsAtlas.DefaultResolution.LOD6
Default cards atlas resolution for LOD6.
r.HairStrands.CardsAtlas.DefaultResolution.LOD7
Default cards atlas resolution for LOD7.
r.HairStrands.Cluster.CullingFreezeCamera
Freeze camera when enabled. It will disable HZB culling because hzb buffer is not frozen.
r.HairStrands.Cluster.Debug
Draw debug the world bounding box of hair clusters used for culling optimisation (0:off, 1:visible cluster, 2:culled cluster, 3:colored LOD, 4:LOD info).
r.HairStrands.Cluster.ForceLOD
Force a specific hair LOD.
r.HairStrands.ClusterBuilder.MaxVoxelResolution
Max voxel resolution used when building hair strands cluster data to avoid too long building time (default:128).
r.HairStrands.Components.GlobalScattering
Enable/disable hair BSDF component global scattering
r.HairStrands.Components.LocalScattering
Enable/disable hair BSDF component local scattering
r.HairStrands.Components.R
Enable/disable hair BSDF component R
r.HairStrands.Components.TRT
Enable/disable hair BSDF component TRT
r.HairStrands.Components.TT
Enable/disable hair BSDF component TT
r.HairStrands.Components.TTModel
Select hair TT model
r.HairStrands.ComposeAfterTranslucency
0: Compose hair before translucent objects. 1: Compose hair after translucent objects, but before separate translucent objects. 2: Compose hair after all/seperate translucent objects, 3: Compose hair after translucent objects but before translucent render after DOF (which allows depth testing against hair depth)
r.HairStrands.DDCLog
Enable DDC logging for groom assets and groom binding assets
r.HairStrands.DebugData.MaxSegmentPerVoxel
Max number of segments per Voxel size when creating debug data.
r.HairStrands.DebugData.VoxelSize
Voxel size use for creating debug data.
r.HairStrands.DebugMode
Draw various stats/debug mode about hair rendering
r.HairStrands.DebugMode.SampleIndex
Debug value for a given sample index (default:-1, i.e., average sample information).
r.HairStrands.DebugMode.Tangent
Draw debug tangent for hair strands and hair cards.
r.HairStrands.DebugMode.Tangent.TileSize
Draw debug tangent - Grid size for drawing debug tangent
r.HairStrands.DeepShadow.AABBScale
Scaling value for loosing/tighting deep shadow bounding volume
r.HairStrands.DeepShadow.DebugDOMIndex
Index of the DOM texture to draw
r.HairStrands.DeepShadow.DebugDOMScale
Scaling value for the DeepOpacityMap when drawing the deep shadow stats
r.HairStrands.DeepShadow.DebugMode
Color debug mode for deep shadow
r.HairStrands.DeepShadow.DensityScale
Set density scale for compensating the lack of hair fiber in an asset
r.HairStrands.DeepShadow.DepthBiasScale
Set depth bias scale for transmittance computation
r.HairStrands.DeepShadow.GPUDriven
Enable deep shadow to be driven by GPU bounding box, rather CPU ones. This allows more robust behavior
r.HairStrands.DeepShadow.InjectVoxelDepth
Inject voxel content to generate the deep shadow map instead of rasterizing groom. This is an experimental path
r.HairStrands.DeepShadow.KernelAperture
Set the aperture angle, in degree, used by the kernel for evaluating the hair transmittance when using PCSS kernel
r.HairStrands.DeepShadow.KernelType
Set the type of kernel used for evaluating hair transmittance, 0:linear, 1:PCF_2x2, 2: PCF_6x4, 3:PCSS, 4:PCF_6x6_Accurate
r.HairStrands.DeepShadow.MaxFrustumAngle
Max deep shadow frustum angle to avoid strong deformation. Default:90
r.HairStrands.DeepShadow.MipTraversal
Evaluate transmittance using mip-map traversal (faster).
r.HairStrands.DeepShadow.RandomType
Change how traversal jittering is initialized. Valid value are 0, 1, and 2. Each type makes different type of tradeoff.
r.HairStrands.DeepShadow.Resolution
Shadow resolution for Deep Opacity Map rendering. (default = 2048)
r.HairStrands.DeepShadow.ShadowMaskKernelType
Set the kernel type for filtering shadow cast by hair on opaque geometry (0:2x2, 1:4x4, 2:Gaussian8, 3:Gaussian16, 4:Gaussian8 with transmittance. Default is 4
r.HairStrands.DeepShadow.ShadowMaskPassType
Change how shadow mask from hair onto opaque geometry is generated. 0: one pass per hair group, 1: one pass for all groups.
r.HairStrands.DeepShadow.SuperSampling
Evaluate transmittance with supersampling. This is expensive and intended to be used only in cine mode.
r.HairStrands.DOFDepth
Compose hair with DOF by lerping hair depth based on its opacity.
r.HairStrands.DualScatteringRoughness
Override all roughness for the dual scattering evaluation. 0 means no override. Default:0
r.HairStrands.Dump
Dump all the loaded groom assets, groom binding assets, and instanciated groom components.
r.HairStrands.Dump.GroomAsset
Dump information of all the loaded groom assets.
r.HairStrands.Dump.GroomBindingAsset
Dump information of all the loaded groom binding assets.
r.HairStrands.Dump.GroomComponent
Dump information of all active groom components.
r.HairStrands.Enable
Enable/Disable the entire hair strands system. This affects all geometric representations (i.e., strands, cards, and meshes).
r.HairStrands.EnableAdaptiveSubsteps
Enable adaptive solver substeps
r.HairStrands.HairGroupBuilder.MaxVoxelResolution
Max voxel resolution used when voxelizing hair strands to transfer group index grom strands to cards. This avoids too long building time (default:64).
r.HairStrands.HairLUT.AbsorptionCount
Change the number of slices of the hair LUT for the absorption axis
r.HairStrands.HairLUT.IncidentAngleCount
Change the number of slices of the hair LUT for the incident angle axis
r.HairStrands.HairLUT.RoughnessCount
Change the number of slices of the hair LUT for the roughness axis
r.HairStrands.HairLUT.SampleCountScale
Change the number of sample used for computing the hair LUT. This is a multiplier, default is 1.
r.HairStrands.Interoplation.FrustumCulling
Swap rendering buffer at the end of frame. This is an experimental toggle. Default:1
r.HairStrands.Interpolation.Debug
Enable debug rendering for hair interpolation
r.HairStrands.InterpolationMetric.Angle
Hair strands interpolation metric weights for angle
r.HairStrands.InterpolationMetric.AngleAttenuation
Hair strands interpolation angle attenuation
r.HairStrands.InterpolationMetric.Distance
Hair strands interpolation metric weights for distance
r.HairStrands.InterpolationMetric.Length
Hair strands interpolation metric weights for length
r.HairStrands.LightFunction
Enables Light function on hair
r.HairStrands.LightSampleFormat
Define the format used for storing the lighting of hair samples (0: RGBA-16bits, 1: RGB-11.11.10bits)
r.HairStrands.LoadAsset
Allow groom asset to be loaded
r.HairStrands.Log
Enable warning log report for groom related asset (0: no logging, 1: error only, 2: error & warning only, other: all logs). By default all logging are enabled (-1). Value needs to be set at startup time.
r.HairStrands.Log.BindingBuilderWarning
Enable/disable warning during groom binding builder
r.HairStrands.ManualSkinCache
If skin cache is not enabled, and grooms use skinning method, this enable a simple skin cache mechanisme for groom. Default:disable
r.HairStrands.MaterialCompaction.DepthThreshold
Compaction threshold for depth value for material compaction (in centimeters). Default 1 cm.
r.HairStrands.MaterialCompaction.TangentThreshold
Compaciton threshold for tangent value for material compaction (in degrees). Default 10 deg.
r.HairStrands.MaxSimulatedLOD
Maximum hair LOD to be simulated
r.HairStrands.Meshes
Enable/Disable hair meshes rendering. This variable needs to be turned on when the engine starts.
r.HairStrands.MeshProjection.DebugInUVsSpace
Render debug mes projection in UVs space
r.HairStrands.MeshProjection.DebugSkinCache
Render debug mes projection
r.HairStrands.MeshProjection.Render.Deformed.Frames
Render debug mes projection
r.HairStrands.MeshProjection.Render.Deformed.Triangles
Render debug mes projection
r.HairStrands.MeshProjection.Render.Rest.Frames
Render debug mes projection
r.HairStrands.MeshProjection.Render.Rest.Triangles
Render debug mes projection
r.HairStrands.MeshProjection.Sim.Deformed.Frames
Render debug mes projection
r.HairStrands.MeshProjection.Sim.Deformed.Triangles
Render debug mes projection
r.HairStrands.MeshProjection.Sim.Rest.Frames
Render debug mes projection
r.HairStrands.MeshProjection.Sim.Rest.Triangles
Render debug mes projection
r.HairStrands.MinLOD
Clamp the min hair LOD to this value, preventing to reach lower/high-quality LOD.
r.HairStrands.PathTracing.InvalidationDebug
Enable bounding box drawing for groom element causing path tracer invalidation
r.HairStrands.PathTracing.InvalidationThreshold
Define the minimal distance to invalidate path tracer output when groom changes (in cm, default: 0.5mm) Set to a negative value to disable this feature
r.HairStrands.PlotBsdf
Debug view for visualizing hair BSDF.
r.HairStrands.PlotBsdf.BaseColor
Change the base color / absorption of the debug BSDF plot.
r.HairStrands.PlotBsdf.Exposure
Change the exposure of the plot.
r.HairStrands.PlotBsdf.Roughness
Change the roughness of the debug BSDF plot.
r.HairStrands.Projection.MaxTrianglePerIteration
Change the number of triangles which are iterated over during one projection iteration step. In kilo triangle (e.g., 8 == 8000 triangles). Default is 8.
r.HairStrands.RasterizationScale
Rasterization scale to snap strand to pixel
r.HairStrands.Raytracing
Enable/Disable hair strands raytracing geometry. This is anopt-in option per groom asset/groom instance.
r.HairStrands.RaytracingProceduralSplits
Change how many AABBs are used per hair segment to balance between BVH build cost and ray tracing performance. (default: 4)
r.HairStrands.RaytracingRadiusScale
Override the per instance scale factor for raytracing hair strands geometry (0: disabled, >0:enabled)
r.HairStrands.RectLightingOptim
Hair Visibility use projected view rect to light only relevant pixels
r.HairStrands.ScatterSceneLighting
Enable scene color lighting scattering into hair (valid for short hair only).
r.HairStrands.Selection.CoverageThreshold
Coverage threshold for making hair strands outline selection finer
r.HairStrands.Shadow.CastShadowWhenNonVisible
Enable shadow casting for hair strands even when culled out from the primary view
r.HairStrands.Shadow.CullPerObjectShadowCaster
Enable CPU culling of object casting per-object shadow (stationnary object)
r.HairStrands.ShadowRasterizationScale
Rasterization scale to snap strand to pixel in shadow view
r.HairStrands.Simulation
Enable/disable hair simulation
r.HairStrands.Simulation.ResetAll
Reset hair strands simulation on all groom components.
r.HairStrands.SimulationMaxDelay
Maximum tick Delay before starting the simulation
r.HairStrands.SimulationRestUpdate
Update the simulation rest pose
r.HairStrands.SkyAO
Enable (sky) AO on hair.
r.HairStrands.SkyAO.DistanceThreshold
Max distance for occlusion search.
r.HairStrands.SkyAO.SampleCount
Number of samples used for evaluating hair AO (default is set to 16).
r.HairStrands.SkyLighting
Enable sky lighting on hair.
r.HairStrands.SkyLighting.ConeAngle
Cone angle for tracing sky lighting on hair.
r.HairStrands.SkyLighting.DebugSample
Enable debug view for visualizing sample used for the sky integration
r.HairStrands.SkyLighting.DistanceThreshold
Max distance for occlusion search.
r.HairStrands.SkyLighting.IntegrationType
Hair env. lighting integration type (0:Adhoc, 1:Uniform.
r.HairStrands.SkyLighting.SampleCount
Number of samples used for evaluating multiple scattering and visible area (default is set to 16).
r.HairStrands.SkyLighting.TransmissionDensityScale
Density scale for controlling how much sky lighting is transmitted.
r.HairStrands.SkyLighting.UseViewHairCount
Use the view hair count texture for estimating background transmitted light (enabled by default).
r.HairStrands.StableRasterizationScale
Rasterization scale to snap strand to pixel for 'stable' hair option. This value can't go below 1.
r.HairStrands.Strands
Enable/Disable hair strands rendering
r.HairStrands.Strands.BulkData.AsyncLoading
Load hair strands data with async loading so that it is not blocking the rendering thread. This value define the MinLOD at which this happen. Default disabled (-1)
r.HairStrands.Strands.BulkData.ReleaseAfterUse
Release CPU bulk data once hair groom/groom binding asset GPU resources are created. This saves memory
r.HairStrands.Strands.BulkData.Validation
Validate some hair strands data at serialization/loading time.
r.HairStrands.Strands.DebugControlPoint
Draw debug hair strands control points).
r.HairStrands.Strands.Raytracing.ForceRebuildBVH
Force BVH rebuild instead of doing a BVH refit when hair positions changed
r.HairStrands.Strands.TransferPrevPos
Transfer strands prev. position to current position on LOD switching to avoid large discrepancy causing large motion vector
r.HairStrands.StrandsMode
Render debug mode for hair strands. 0:off, 1:simulation strands, 2:render strands with colored simulation strands influence, 3:hair UV, 4:hair root UV, 5: hair seed, 6: dimensions
r.HairStrands.StrandWidth
Width of hair strand
r.HairStrands.Streaming.Prediction
Enable LOD streaming prediction.
r.HairStrands.SwapType
Swap rendering buffer at the end of frame. This is an experimental toggle. Default:1
r.HairStrands.Textures.DilationCount
Number of dilation pass run onto the generated hair strands textures (Default:8).
r.HairStrands.Tile
Enable tile generation & usage for hair strands.
r.HairStrands.UseCardsInsteadOfStrands
Force cards geometry on all groom elements. If no cards data is available, nothing will be displayed
r.HairStrands.UseGPUPositionOffset
Use GPU position offset to improve hair strands position precision.
r.HairStrands.UseProxyLocalToWorld
Enable the use of the groom proxy local to world instead of extracting it from the game thread.
r.HairStrands.VelocityMagnitudeScale
Velocity magnitude (in pixel) at which a hair will reach its pic velocity-rasterization-scale under motion to reduce aliasing. Default is 100.
r.HairStrands.VelocityRasterizationScale
Rasterization scale to snap strand to pixel under high velocity
r.HairStrands.VelocityThreshold
Threshold value (in pixel) above which a pixel is forced to be resolve with responsive AA (in order to avoid smearing). Default is 3.
r.HairStrands.VelocityType
Type of velocity filtering (0:avg, 1:closest, 2:max). Default is 1.
r.HairStrands.Visibility.Clear
Clear hair strands visibility buffer
r.HairStrands.Visibility.ComputeRaster
Hair Visiblity uses raster compute.
r.HairStrands.Visibility.ComputeRaster.MaxPixelCount
Define the maximal length rasterize in compute.
r.HairStrands.Visibility.ComputeRaster.SamplePerPixel
Define the number of sampler per pixel using raster compute.
r.HairStrands.Visibility.ComputeRaster.Stochastic
Enable stochastic compute rasterization (faster, but more prone to aliasting). Experimental.
r.HairStrands.Visibility.FullCoverageThreshold
Define the coverage threshold at which a pixel is considered fully covered.
r.HairStrands.Visibility.HairCount.DistanceThreshold
Distance threshold defining if opaque depth get injected into the 'view-hair-count' buffer.
r.HairStrands.Visibility.MSAA.MeanSamplePerPixel
Scale the numer of sampler per pixel for limiting memory allocation (0..1, default 0.5f)
r.HairStrands.Visibility.MSAA.SamplePerPixel
Hair strands visibility sample count (2, 4, or 8)
r.HairStrands.Visibility.PPLL
Hair Visibility uses per pixel linked list
r.HairStrands.Visibility.PPLL.Debug
Draw debug per pixel light list rendering.
r.HairStrands.Visibility.PPLL.MeanSamplePerPixel
Scale the maximum number of node allowed for all linked list element (0..1, default 1). It will be width*height*SamplerPerPixel*Scale.
r.HairStrands.Visibility.PPLL.SamplePerPixel
The maximum number of node allowed to be independently shaded and composited per pixel. Total amount of node will be width*height*VisibilityPPLLMaxRenderNodePerPixel. The last node is used to aggregate all furthest strands to shade into a single one.
r.HairStrands.Visibility.SortByDepth
Sort hair fragment by depth and update their coverage based on ordered transmittance.
r.HairStrands.Visibility.UseCoverageMappping
Use hair count to coverage transfer function.
r.HairStrands.Visibility.WriteVelocityCoverageThreshold
Define the coverage threshold at which a pixel write its hair velocity (default: 0, i.e., write for all pixel)
r.HairStrands.Voxelization
Enable hair voxelization for transmittance evaluation
r.HairStrands.Voxelization.AABBScale
Scale the hair macro group bounding box
r.HairStrands.Voxelization.DensityScale
Scale the hair density when computing voxel transmittance. Default value is 2 (arbitraty)
r.HairStrands.Voxelization.DensityScale.AO
Scale the hair density when computing voxel AO. (Default:-1, it will use the global density scale
r.HairStrands.Voxelization.DensityScale.Environment
Scale the hair density when computing voxel environment. (Default:-1, it will use the global density scale
r.HairStrands.Voxelization.DensityScale.Raytracing
Scale the hair density when computing voxel raytracing. (Default:-1, it will use the global density scale
r.HairStrands.Voxelization.DensityScale.Shadow
Scale the hair density when computing voxel shadow. (Default:-1, it will use the global density scale
r.HairStrands.Voxelization.DensityScale.Transmittance
Scale the hair density when computing voxel transmittance. (Default:-1, it will use the global density scale
r.HairStrands.Voxelization.DepthBiasScale.Environment
Set depth bias for voxel ray marching for environement lights. Offset the origin position towards the light
r.HairStrands.Voxelization.DepthBiasScale.Light
Set depth bias for voxel ray marching for analyticaly light. Offset the origin position towards the light for transmittance computation
r.HairStrands.Voxelization.DepthBiasScale.Shadow
Set depth bias for voxel ray marching for analyticaly light. Offset the origin position towards the light for shadow computation
r.HairStrands.Voxelization.DepthBiasScale.Transmittance
Set depth bias for voxel ray marching for analyticaly light. Offset the origin position towards the light for transmittance computation
r.HairStrands.Voxelization.ForceTransmittanceAndShadow
For transmittance and shadow to be computed with density volume. This requires voxelization is enabled.
r.HairStrands.Voxelization.GPUDriven
Enable GPU driven voxelization.
r.HairStrands.Voxelization.GPUDriven.MaxPageIndexResolution
Max resolution of the page index. This is used for allocating a conservative page index buffer when GPU driven allocation is enabled.
r.HairStrands.Voxelization.InjectOpaque.BiasCount
Bias, in number of voxel, at which opaque depth is injected.
r.HairStrands.Voxelization.InjectOpaque.MarkCount
Number of voxel marked as opaque starting along the view direction beneath the opaque surface.
r.HairStrands.Voxelization.InjectOpaqueDepth
Inject opaque geometry depth into the voxel volume for acting as occluder.
r.HairStrands.Voxelization.Raymarching.SteppingScale
Stepping scale used for raymarching the voxel structure for shadow.
r.HairStrands.Voxelization.Raymarching.SteppingScale.Environment
Stepping scale used for raymarching the voxel structure, override scale for env. lighting (default -1).
r.HairStrands.Voxelization.Raymarching.SteppingScale.Raytracing
Stepping scale used for raymarching the voxel structure, override scale for raytracing (default -1).
r.HairStrands.Voxelization.Raymarching.SteppingScale.Shadow
Stepping scale used for raymarching the voxel structure, override scale for shadow (default -1).
r.HairStrands.Voxelization.Raymarching.SteppingScale.Transmission
Stepping scale used for raymarching the voxel structure, override scale for transmittance (default -1).
r.HairStrands.Voxelization.UseIndiretScatterPageAllocate
Enable indirect scatter page allocation (faster).
r.HairStrands.Voxelization.Virtual
Enable the two voxel hierachy.
r.HairStrands.Voxelization.Virtual.Adaptive
Enable adaptive voxel allocation (default = 1)
r.HairStrands.Voxelization.Virtual.Adaptive.CorrectionSpeed
Define the speed at which allocation adaption runs (value in 0..1, default = 0.25). A higher number means faster adaptation, but with a risk of oscillation i.e. over and under allocation
r.HairStrands.Voxelization.Virtual.Adaptive.CorrectionThreshold
Define the allocation margin to limit over allocation (value in 0..1, default = 0.95)
r.HairStrands.Voxelization.Virtual.ComputeRasterMaxVoxelCount
Max number of voxel which are rasterized for a given hair segment. This is for debug purpose only.
r.HairStrands.Voxelization.Virtual.DebugTraversalType
Traversal mode (0:linear, 1:mip) for debug voxel visualization.
r.HairStrands.Voxelization.Virtual.DrawDebugPage
When voxel debug rendering is enable 1: render the page bounds, instead of the voxel 2: the occupancy within the page (i.e., 8x8x8 brick)
r.HairStrands.Voxelization.Virtual.ForceMipLevel
Force a particular mip-level
r.HairStrands.Voxelization.Virtual.InvalidateEmptyPageIndex
Invalid voxel page index which does not contain any voxelized data.
r.HairStrands.Voxelization.Virtual.Jitter
Change jittered for voxelization/traversal. 0: No jitter 1: Regular randomized jitter: 2: Constant Jitter (default = 1)
r.HairStrands.Voxelization.Virtual.UseDirectPageAllocation
Use the indirect page allocation code path, but force internally direct page allocation (for debugging purpose only).
r.HairStrands.Voxelization.Virtual.VoxelPageCountPerDim
Number of voxel pages per texture dimension. The voxel page memory is allocated with a 3D texture. This value provide the resolution of this texture.
r.HairStrands.Voxelization.Virtual.VoxelPageResolution
Resolution of a voxel page.
r.HairStrands.Voxelization.Virtual.VoxelWorldSize
World size of a voxel in cm.
r.HairStrands.VoxelizationRasterizationScale
Rasterization scale to snap strand to pixel for voxelization
r.HairStrands.WriteGBufferData
Write hair hair material data into GBuffer before post processing run. 0: no write, 1: dummy write into GBuffer A/B (Normal/ShadingModel), 2: write into GBuffer A/B (Normal/ShadingModel). 2: Write entire GBuffer data. (default 1).
r.HDR.Display.ColorGamut
Color gamut of the output display: 0: Rec709 / sRGB, D65 (default) 1: DCI-P3, D65 2: Rec2020 / BT2020, D65 3: ACES, D60 4: ACEScg, D60
r.HDR.Display.OutputDevice
Device format of the output display: 0: sRGB (LDR) 1: Rec709 (LDR) 2: Explicit gamma mapping (LDR) 3: ACES 1000 nit ST-2084 (Dolby PQ) (HDR) 4: ACES 2000 nit ST-2084 (Dolby PQ) (HDR) 5: ACES 1000 nit ScRGB (HDR) 6: ACES 2000 nit ScRGB (HDR) 7: Linear EXR (HDR) 8: Linear final color, no tone curve (HDR) 9: Linear final color with tone curve
r.HDR.EnableHDROutput
Creates an HDR compatible swap-chain and enables HDR display output.0: Disabled (default) 1: Enable hardware-specific implementation
r.HDR.UI.CompositeMode
Mode used when compositing the UI layer: 0: Standard compositing 1: Shader pass to improve HDR blending
r.HDR.UI.Level
Luminance level for UI elements when compositing into HDR framebuffer (default: 1.0).
r.HeightFields.AtlasDimInTiles
Number of tiles the atlas has in one dimension
r.HeightFields.AtlasDownSampleLevel
Max number of times a suballocation can be down-sampled
r.HeightFields.AtlasTileSize
Suballocation granularity
r.HeightFields.VisibilityAtlasDimInTiles
Number of tiles the atlas has in one dimension
r.HeightFields.VisibilityAtlasDownSampleLevel
Max number of times a suballocation can be down-sampled
r.HeightFields.VisibilityAtlasTileSize
Suballocation granularity
r.HeightFieldShadowing
Whether the height field shadowing feature is allowed.
r.HFShadowAverageObjectsPerCullTile
Determines how much memory should be allocated in height field object culling data structures. Too much = memory waste, too little = flickering due to buffer overflow.
r.HFShadowQuality
Defines the height field shadow method which allows to adjust for quality or performance. 0:off, 1:low (8 steps), 2:medium (16 steps, default), 3:high (32 steps, hole aware)
r.HighQualityLightMaps
If set to 1, allow high quality lightmaps which don't bake in direct lighting of stationary lights
r.HighResScreenshot.AdditionalCmds
Additional command to execute when a high res screenshot is requested.
r.HighResScreenshotDelay
When high-res screenshots are requested there is a small delay to allow temporal effects to converge. Default: 4. Using a value below the default will disable TemporalAA for improved image quality.
r.Histogram.UseAtomic
Uses atomic to speed up the generation of the histogram.
r.HLOD
Single argument: 0 or 1 to Disable/Enable HLOD System Multiple arguments: force X where X is the HLOD level that should be forced into view
r.HLOD.DistanceOverride
If non-zero, overrides the distance that HLOD transitions will take place for all objects at the HLOD level index, formatting is as follows: 'r.HLOD.DistanceOverride 5000, 10000, 20000' would result in HLOD levels 0, 1 and 2 transitioning at 5000, 1000 and 20000 respectively.
r.HLOD.DistanceOverrideScale
Scales the value in r.HLOD.DistanceOverride, Default off. This is an optional scale intended to allow game logic to dynamically modify without impacting scalability.
r.HLOD.DitherPauseTime
HLOD dither pause time in seconds
r.HLOD.ForceDisableCastDynamicShadow
If non-zero, will set bCastDynamicShadow to false for all LODActors, regardless of the shadowing setting of their subactors.
r.HLOD.ListUnbuilt
Lists all unbuilt HLOD actors in the world
r.HLOD.MaximumLevel
How far down the LOD hierarchy to allow showing (can be used to limit quality loss and streaming texture memory usage on high scalability settings) -1: No maximum level (default) 0: Prevent ever showing a HLOD cluster instead of individual meshes 1: Allow only the first level of HLOD clusters to be shown 2+: Allow up to the Nth level of HLOD clusters to be shown
r.HZB.BuildUseCompute
Selects whether HZB should be built with compute.
r.HZBOcclusion
Defines which occlusion system is used. 0: Hardware occlusion queries 1: Use HZB occlusion system (default, less GPU and CPU cost, more conservative results) 2: Force HZB occlusion system (overrides rendering platform preferences)
r.IncludeNonVirtualTexturedLightmaps
If 'r.VirtualTexturedLightmaps' is enabled, controls whether non-VT lightmaps are generated/saved as well. Including non-VT lightmaps will constrain lightmap atlas size, which removes some of the benefit of VT lightmaps. 0: Not included. 1: Included.
r.IndirectLightingCache
Whether to use the indirect lighting cache on dynamic objects. 0 is off, 1 is on (default)
r.InstanceCulling.AllowBatchedBuildRenderingCommands
Whether to allow batching BuildRenderingCommands for GPU instance culling
r.InstanceCulling.AllowInstanceOrderPreservation
Whether or not to allow instances to preserve instance draw order using GPU compaction.
r.InstanceCulling.OcclusionCull
Whether to do per instance occlusion culling for GPU instance culling.
r.InvalidateCachedShaders
Invalidate shader cache by making a unique change to ShaderVersion.ush which is included in common.usf.To initiate actual the recompile of all shaders use "recompileshaders changed" or press "Ctrl Shift .". The ShaderVersion.ush file should be automatically checked out but it needs to be checked in to have effect on other machines.
r.IrisNormal
0 to disable iris normal. 0: off 1: on
r.KeepOverrideVertexColorsOnCPU
Keeps a CPU copy of override vertex colors. May be required for some blueprints / object spawning.
r.KeepPreCulledIndicesThreshold
r.LandscapeLOD0DistributionScale
Multiplier for the landscape LOD0DistributionSetting property
r.LandscapeLODDistributionScale
Multiplier for the landscape LODDistributionSetting property
r.LensFlareQuality
0: off but best for performance 1: low quality with good performance 2: good quality (default) 3: very good quality but bad performance
r.LightCulling.MaxDistanceOverrideKilometers
Used to override the maximum far distance at which we can store data in the light grid. If this is increase, you might want to update r.Forward.LightGridSizeZ to a reasonable value according to your use case light count and distribution. <=0: off >0: the far distance in kilometers.
r.LightCulling.Quality
Whether to run compute light culling pass. 0: off 1: on (default)
r.LightFunctionQuality
Defines the light function quality which allows to adjust for quality or performance. <=0: off (fastest) 1: low quality (e.g. half res with blurring, not yet implemented) 2: normal quality (default) 3: high quality (e.g. super-sampled or colored, not yet implemented)
r.LightMaxDrawDistanceScale
Scale applied to the MaxDrawDistance of lights. Useful for fading out local lights more aggressively on some platforms.
r.LightShaftAllowTAA
Allows temporal filtering for lightshafts. 0: off 1: on (default)
r.LightShaftBlurPasses
Number of light shaft blur passes.
r.LightShaftDownSampleFactor
Downsample factor for light shafts. range: 1..8
r.LightShaftFirstPassDistance
Fraction of the distance to the light to blur on the first radial blur pass.
r.LightShaftNumSamples
Number of samples per light shaft radial blur pass. Also affects how quickly the blur distance increases with each pass.
r.LightShaftQuality
Defines the light shaft quality (mobile and non mobile). 0: off 1: on (default)
r.LightShaftRenderToSeparateTranslucency
If enabled, light shafts will be rendered to the separate translucency buffer. This ensures postprocess materials with BL_BeforeTranslucnecy are applied before light shafts
r.LimitRenderingFeatures
Allows to quickly reduce render feature to increase render performance. This is just a quick way to alter multiple show flags and console variables in the game Disabled more feature the higher the number <=0:off, order is defined in code (can be documented here when we settled on an order)
r.ListSceneColorMaterials
Lists all materials that read from scene color.
r.LocalExposure
Whether to support local exposure
r.LocalExposure.VisualizeDebugMode
When enabling Show->Visualize->Local Exposure is enabled, this flag controls which mode to use. 0: Local Exposure 1: Base Luminance 2: Detail Luminance
r.LODFadeTime
How long LOD takes to fade (in seconds).
r.LogShaderCompilerStats
When set to 1, Log detailed shader compiler stats.
r.Lumen.DiffuseIndirect.Allow
Whether to allow Lumen Global Illumination. Lumen GI is enabled in the project settings, this cvar can only disable it.
r.Lumen.DiffuseIndirect.CardInterpolateInfluenceRadius
.
r.Lumen.DiffuseIndirect.CardTraceEndDistanceFromCamera
r.Lumen.DiffuseIndirect.CullGridDistributionLogZOffset
r.Lumen.DiffuseIndirect.CullGridDistributionLogZScale
r.Lumen.DiffuseIndirect.CullGridDistributionZScale
r.Lumen.DiffuseIndirect.CullGridPixelSize
Size of a cell in the card grid, in pixels.
r.Lumen.DiffuseIndirect.MeshSDFAverageCulledCount
r.Lumen.DiffuseIndirect.MeshSDFRadiusThreshold
r.Lumen.DiffuseIndirect.MinSampleRadius
.
r.Lumen.DiffuseIndirect.MinTraceDistance
.
r.Lumen.DiffuseIndirect.SurfaceBias
.
r.Lumen.DiffuseIndirect.TraceStepFactor
.
r.Lumen.DiffuseIndirect.VoxelStepFactor
r.Lumen.HardwareRayTracing
Uses Hardware Ray Tracing for Lumen features, when available. Lumen will fall back to Software Ray Tracing otherwise. Note: Hardware ray tracing has significant scene update costs for scenes with more than 100k instances.
r.Lumen.HardwareRayTracing.FarFieldBias
Determines bias for the far field traces. Default = 200
r.Lumen.HardwareRayTracing.Inline
Uses Hardware Inline Ray Tracing for selected Lumen passes, when available.
r.Lumen.HardwareRayTracing.LightingMode
Determines the lighting mode (Default = 0) 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
r.Lumen.HardwareRayTracing.MaxIterations
Limit number of ray tracing traversal iterations on supported platfoms. Incomplete misses will be treated as hitting a black surface (can cause overocculsion). Incomplete hits will be treated as a hit (can cause leaking).
r.Lumen.HardwareRayTracing.MaxTranslucentSkipCount
Determines the maximum number of translucent surfaces skipped during ray traversal (Default = 2)
r.Lumen.HardwareRayTracing.PullbackBias
Determines the pull-back bias when resuming a screen-trace ray (default = 8.0)
r.Lumen.IrradianceFieldGather
Whether to use the Irradiance Field Final Gather, an experimental opaque final gather that interpolates from pre-calculated irradiance in probes for cheaper, but lower quality GI.
r.Lumen.IrradianceFieldGather.ClipmapDistributionBase
Base of the Pow() that controls the size of each successive clipmap relative to the first.
r.Lumen.IrradianceFieldGather.ClipmapWorldExtent
World space extent of the first clipmap
r.Lumen.IrradianceFieldGather.GridResolution
Resolution of the probe placement grid within each clipmap
r.Lumen.IrradianceFieldGather.IrradianceProbeResolution
Resolution of the probe's 2d irradiance layout.
r.Lumen.IrradianceFieldGather.NumClipmaps
Number of radiance cache clipmaps.
r.Lumen.IrradianceFieldGather.NumMipmaps
Number of radiance cache mipmaps.
r.Lumen.IrradianceFieldGather.NumProbesToTraceBudget
Number of probes that can be updated in a frame before downsampling.
r.Lumen.IrradianceFieldGather.OcclusionProbeResolution
Resolution of the probe's 2d occlusion layout.
r.Lumen.IrradianceFieldGather.ProbeAtlasResolutionInProbes
Number of probes along one dimension of the probe atlas cache texture. This controls the memory usage of the cache. Overflow currently results in incorrect rendering.
r.Lumen.IrradianceFieldGather.ProbeOcclusionNormalBias
Bias along the normal to reduce self-occlusion artifacts from Probe Occlusion
r.Lumen.IrradianceFieldGather.ProbeOcclusionViewBias
Bias along the view direction to reduce self-occlusion artifacts from Probe Occlusion
r.Lumen.IrradianceFieldGather.ProbeResolution
Resolution of the probe's 2d radiance layout. The number of rays traced for the probe will be ProbeResolution ^ 2
r.Lumen.IrradianceFieldGather.RadianceCache.Stats
GPU print out Radiance Cache update stats.
r.Lumen.MaxConeSteps
Maximum steps to use for Cone Stepping of proxy cards.
r.Lumen.ProbeHierarchy
Whether to use probe based denoiser for all indirect lighting.
r.Lumen.ProbeHierarchy.AdditionalSpecularRayThreshold
Roughness treshold under which to shoot an additional ray for specular.
r.Lumen.ProbeHierarchy.AntiTileAliasing
Whether to enable anti tile aliasing.
r.Lumen.ProbeHierarchy.CounterParrallaxError
How much parrallax error is tolerated between probe in the hierarchy. Higher value is higher quality, but more expensive.
r.Lumen.ProbeHierarchy.DebugAntiTileAliasingX
r.Lumen.ProbeHierarchy.DebugAntiTileAliasingY
r.Lumen.ProbeHierarchy.Depth
Run time depth of the probe hierarchy (default to 4).
r.Lumen.ProbeHierarchy.DiffuseIndirect.MipLevel
Sample the cosine emisphere in specific mip level of the cubemap of the probes to reduce noise when can't afford many rays.
r.Lumen.ProbeHierarchy.EnableBentNormal
Whether to occlude GI by material's bent normal.
r.Lumen.ProbeHierarchy.LeafProbeSamplingDivisor
Divisor on the number of sample that should be done per texel of the probes' IBL for leaves of the hierarchy.
r.Lumen.ProbeHierarchy.MaxProbeResolution
Maximum resolution of the probes' IBL (default to 8, power of two, min at 4, max at 32).
r.Lumen.ProbeHierarchy.MaxProbeSuperSampling
Square root maximum of super sampling allowed of ray per texel of the probes' IBL (default to 2, power of two, min at 1, max at 4).
r.Lumen.ProbeHierarchy.ProbeOcclusion
Whether to do any probe occlusion.
r.Lumen.ProbeHierarchy.SamplePerPixel
Number of sample to do per full res pixel.
r.Lumen.ProbeHierarchy.ScreenSpaceProbeTracing
Whether to trace probes with screen space rays.
r.Lumen.ProbeHierarchy.SSGIProbeOcclusion
Whether to trace screen space rays to test probe occlusion.
r.Lumen.ProbeHierarchy.TileClassification
Whether to use tile classification for faster probe occlusion and probe hierarchy tracing.
r.Lumen.ProbeHierarchy.TraceMeshSDFs
.
r.Lumen.ProbeHierarchy.VoxelDiffuseProbeOcclusion
Whether to cone trace voxel to test diffuse probe occlusion.
r.Lumen.RadianceCache.DownsampleDistanceFromCamera
Probes further than this distance from the camera are always downsampled.
r.Lumen.RadianceCache.ForceFullUpdate
r.Lumen.RadianceCache.HardwareRayTracing
Enables hardware ray tracing for Lumen radiance cache (Default = 1)
r.Lumen.RadianceCache.HardwareRayTracing.Indirect
Enables indirect dispatch for hardware ray tracing for Lumen radiance cache (Default = 1)
r.Lumen.RadianceCache.HardwareRayTracing.PersistentTracingGroupCount
Determines the number of trace tile groups to submit in the 1D dispatch
r.Lumen.RadianceCache.HardwareRayTracing.Retrace.FarField
Determines whether a second trace will be fired for far-field contribution (Default = 1)
r.Lumen.RadianceCache.HardwareRayTracing.TemporaryBufferAllocationDownsampleFactor
Downsample factor on the temporary buffer used by Hardware Ray Tracing Radiance Cache. Higher downsample factors save more transient allocator memory, but may cause overflow and artifacts.
r.Lumen.RadianceCache.NumFramesToKeepCachedProbes
r.Lumen.RadianceCache.OverrideCacheOcclusionLighting
r.Lumen.RadianceCache.ShowBlackRadianceCacheLighting
r.Lumen.RadianceCache.SortTraceTiles
Whether to sort Trace Tiles by direction before tracing to extract coherency
r.Lumen.RadianceCache.SpatialFilterMaxRadianceHitAngle
In Degrees. Larger angles allow filtering of nearby features but more leaking.
r.Lumen.RadianceCache.SpatialFilterProbes
Whether to filter probe radiance between neighbors
r.Lumen.RadianceCache.SupersampleDistanceFromCamera
Only probes closer to the camera than this distance can be supersampled.
r.Lumen.RadianceCache.SupersampleTileBRDFThreshold
Value of the BRDF [0-1] above which to trace more rays to supersample the probe radiance.
r.Lumen.RadianceCache.Update
Whether to update radiance cache every frame
r.Lumen.RadianceCache.Visualize
r.Lumen.RadianceCache.VisualizeClipmapIndex
Selects which radiance cache clipmap should be visualized. -1 visualizes all clipmaps at once.
r.Lumen.RadianceCache.VisualizeProbeRadius
Whether to visualize radiance cache probe radius
r.Lumen.RadianceCache.VisualizeRadiusScale
Scales the size of the spheres used to visualize radiance cache samples.
r.Lumen.Reflections.Allow
Whether to allow Lumen Reflections. Lumen Reflections is enabled in the project settings, this cvar can only disable it.
r.Lumen.Reflections.BilateralFilter
Whether to do a bilateral filter as a last step in denoising Lumen Reflections.
r.Lumen.Reflections.BilateralFilter.DepthWeightScale
Scales the depth weight of the bilateral filter
r.Lumen.Reflections.BilateralFilter.NormalAngleThresholdScale
Scales the Normal angle threshold of the bilateral filter
r.Lumen.Reflections.BilateralFilter.NumSamples
Number of bilateral filter samples.
r.Lumen.Reflections.BilateralFilter.SpatialKernelRadius
Spatial kernel radius, as a fraction of the viewport size
r.Lumen.Reflections.BilateralFilter.StrongBlurVarianceThreshold
Pixels whose variance from the spatial resolve filter are higher than this value get a stronger bilateral blur.
r.Lumen.Reflections.DownsampleFactor
r.Lumen.Reflections.GGXSamplingBias
r.Lumen.Reflections.HairStrands.ScreenTrace
Whether to trace against hair depth for hair casting shadow onto opaques.
r.Lumen.Reflections.HairStrands.VoxelTrace
Whether to trace against hair voxel structure for hair casting shadow onto opaques.
r.Lumen.Reflections.HardwareRayTracing
Enables hardware ray tracing for Lumen reflections (Default = 1)
r.Lumen.Reflections.HardwareRayTracing.BucketMaterials
Determines whether a secondary traces will be bucketed for coherent material access (default = 1
r.Lumen.Reflections.HardwareRayTracing.Default.GroupCount
Determines the active number of groups (Default = 1)
r.Lumen.Reflections.HardwareRayTracing.Default.ThreadCount
Determines the active number of threads (Default = 32768)
r.Lumen.Reflections.HardwareRayTracing.Indirect
Enables indirect ray tracing dispatch on compatible hardware (Default = 1)
r.Lumen.Reflections.HardwareRayTracing.Retrace.FarField
Determines whether a second trace will be fired for far-field contribution (Default = 1)
r.Lumen.Reflections.HardwareRayTracing.Retrace.GroupCount
Determines the active number of groups for re-traces (Default = 1)
r.Lumen.Reflections.HardwareRayTracing.Retrace.HitLighting
Determines whether a second trace will be fired for hit-lighting for invalid surface-cache hits (Default = 0)
r.Lumen.Reflections.HardwareRayTracing.Retrace.ThreadCount
Determines the active number of threads for re-traces (Default = 32768)
r.Lumen.Reflections.HierarchicalScreenTraces.HistoryDepthTestRelativeThickness
Distance between HZB trace hit and previous frame scene depth from which to allow hits, as a relative depth threshold.
r.Lumen.Reflections.HierarchicalScreenTraces.MaxIterations
Max iterations for HZB tracing.
r.Lumen.Reflections.HierarchicalScreenTraces.MinimumOccupancy
Minimum number of threads still tracing before aborting the trace. Can be used for scalability to abandon traces that have a disproportionate cost.
r.Lumen.Reflections.HierarchicalScreenTraces.RelativeDepthThickness
Determines depth thickness of objects hit by HZB tracing, as a relative depth threshold.
r.Lumen.Reflections.MaxRayIntensity
Clamps the maximum ray lighting intensity (with PreExposure) to reduce fireflies.
r.Lumen.Reflections.MaxRoughnessToTrace
r.Lumen.Reflections.RadianceCache
Whether to reuse Lumen's ScreenProbeGather Radiance Cache, when it is available. When enabled, reflection rays from rough surfaces are shortened and distant lighting comes from interpolating from the Radiance Cache, speeding up traces.
r.Lumen.Reflections.RadianceCache.AngleThresholdScale
Controls when the Radiance Cache is used for distant lighting. A value of 1 means only use the Radiance Cache when appropriate for the reflection cone, lower values are more aggressive.
r.Lumen.Reflections.RadianceCache.ReprojectionRadiusScale
Scales the radius of the sphere around each Radiance Cache probe that is intersected for parallax correction when interpolating from the Radiance Cache.
r.Lumen.Reflections.RoughnessFadeLength
r.Lumen.Reflections.ScreenSpaceReconstruction
Whether to use the screen space BRDF reweighting reconstruction
r.Lumen.Reflections.ScreenSpaceReconstruction.KernelRadius
Screen space reflection filter kernel radius in pixels
r.Lumen.Reflections.ScreenSpaceReconstruction.NumSamples
Number of samples to use for the screen space BRDF reweighting reconstruction
r.Lumen.Reflections.ScreenSpaceReconstruction.RoughnessScale
Values higher than 1 allow neighbor traces to be blurred together more aggressively, but is not physically correct.
r.Lumen.Reflections.ScreenTraces
Whether to trace against the screen for reflections before falling back to other methods.
r.Lumen.Reflections.SmoothBias
Values larger than 0 apply a global material roughness bias for Lumen Reflections, where 1 is fully mirror.
r.Lumen.Reflections.SurfaceCacheFeedback
Whether to allow writing into virtual surface cache feedback buffer from reflection rays.
r.Lumen.Reflections.Temporal
Whether to use a temporal filter
r.Lumen.Reflections.Temporal.DistanceThreshold
World space distance threshold needed to discard last frame's lighting results. Lower values reduce ghosting from characters when near a wall but increase flickering artifacts.
r.Lumen.Reflections.Temporal.MaxFramesAccumulated
r.Lumen.Reflections.TraceCompaction.GroupSizeInTraceTiles
Size of the trace compaction threadgroup. Larger group = better coherency in the compacted traces. Currently only supported by WaveOps path.
r.Lumen.Reflections.TraceCompaction.WaveOps
Whether to use Wave Ops path for trace compaction.
r.Lumen.Reflections.TraceMeshSDFs
r.Lumen.Reflections.VisualizeTracingCoherency
Set to 1 to capture traces from a random wavefront and draw them on the screen. Set to 1 again to re-capture. Shaders must enable support first, see DEBUG_SUPPORT_VISUALIZE_TRACE_COHERENCY
r.Lumen.ScreenProbeGather
Whether to use the Screen Probe Final Gather
r.Lumen.ScreenProbeGather.AdaptiveProbeAllocationFraction
Fraction of uniform probes to allow for adaptive probe placement.
r.Lumen.ScreenProbeGather.AdaptiveProbeMinDownsampleFactor
Screen probes will be placed where needed down to this downsample factor of the GBuffer.
r.Lumen.ScreenProbeGather.DiffuseIntegralMethod
Spherical Harmonic = 0, Importance Sample BRDF = 1, Numerical Integral Reference = 2
r.Lumen.ScreenProbeGather.DownsampleFactor
Pixel size of the screen tile that a screen probe will be placed on.
r.Lumen.ScreenProbeGather.Filtering.WaveOps
Whether to use Wave Ops path for screen probe filtering.
r.Lumen.ScreenProbeGather.FixedJitterIndex
If zero or greater, overrides the temporal jitter index with a fixed index. Useful for debugging and inspecting sampling patterns.
r.Lumen.ScreenProbeGather.FullResolutionJitterWidth
Size of the full resolution jitter applied to Screen Probe upsampling, as a fraction of a screen tile. A width of 1 results in jittering by DownsampleFactor number of pixels.
r.Lumen.ScreenProbeGather.GatherNumMips
Number of mip maps to prepare for diffuse integration
r.Lumen.ScreenProbeGather.GatherOctahedronResolutionScale
Resolution that probe filtering and integration will happen at, as a scale of TracingOctahedronResolution
r.Lumen.ScreenProbeGather.HairStrands.ScreenTrace
Whether to trace against hair depth for hair casting shadow onto opaques.
r.Lumen.ScreenProbeGather.HairStrands.VoxelTrace
Whether to trace against hair voxel structure for hair casting shadow onto opaques.
r.Lumen.ScreenProbeGather.HardwareRayTracing
0. Software raytracing of diffuse indirect from Lumen cubemap tree.1. Enable hardware ray tracing of diffuse indirect. (Default)
r.Lumen.ScreenProbeGather.HardwareRayTracing.AvoidSelfIntersectionTraceDistance
Distance to trace with backface culling enabled, useful when the Ray Tracing geometry doesn't match the GBuffer (Nanite Proxy geometry)
r.Lumen.ScreenProbeGather.HardwareRayTracing.Default.GroupCount
Determines the active number of groups (Default = 1)
r.Lumen.ScreenProbeGather.HardwareRayTracing.Default.ThreadCount
Determines the active number of threads (Default = 32768)
r.Lumen.ScreenProbeGather.HardwareRayTracing.Indirect
Enables indirect ray tracing dispatch on compatible hardware (Default = 1)
r.Lumen.ScreenProbeGather.HardwareRayTracing.NormalBias
Bias along the shading normal, useful when the Ray Tracing geometry doesn't match the GBuffer (Nanite Proxy geometry)
r.Lumen.ScreenProbeGather.HardwareRayTracing.Retrace.FarField
Determines whether a second trace will be fired for far-field contribution (Default = 1)
r.Lumen.ScreenProbeGather.ImportanceSample
Whether to use Importance Sampling to generate probe trace directions.
r.Lumen.ScreenProbeGather.ImportanceSample.BRDFOctahedronResolution
Resolution of the BRDF PDF octahedron per probe.
r.Lumen.ScreenProbeGather.ImportanceSample.HistoryDistanceThreshold
r.Lumen.ScreenProbeGather.ImportanceSample.IncomingLighting
Whether to Importance Sample incoming lighting to generate probe trace directions. When disabled, only the BRDF will be importance sampled.
r.Lumen.ScreenProbeGather.ImportanceSample.MinPDFToTrace
Minimum normalized BRDF PDF to trace rays for. Larger values cause black corners, but reduce noise as more rays are able to be reassigned to an important direction.
r.Lumen.ScreenProbeGather.ImportanceSample.NumLevels
Number of refinement levels to use for screen probe importance sampling. Currently only supported by the serial reference path in ScreenProbeGenerateRaysCS.
r.Lumen.ScreenProbeGather.ImportanceSample.ProbeRadianceHistory
Whether to Importance Sample incoming lighting from last frame's filtered traces to generate probe trace directions. When disabled, the Radiance Cache will be used instead.
r.Lumen.ScreenProbeGather.IntegrationTileClassification
Whether to use tile classification during diffuse integration. Tile Classification splits compute dispatches by VGPRs for better occupancy, but can introduce errors if implemented incorrectly.
r.Lumen.ScreenProbeGather.IrradianceFormat
Prefilter irradiance format 0 - SH3 slower 1 - Octahedral probe. Faster, but reverts to SH3 when ScreenSpaceBentNormal.ApplyDuringIntegration is enabled
r.Lumen.ScreenProbeGather.MaxRayIntensity
Clamps the maximum ray lighting intensity (with PreExposure) to reduce fireflies.
r.Lumen.ScreenProbeGather.OctahedralSolidAngleTextureSize
Resolution of the lookup texture to compute Octahedral Solid Angle.
r.Lumen.ScreenProbeGather.RadianceCache
Whether to enable the Persistent world space Radiance Cache
r.Lumen.ScreenProbeGather.RadianceCache.ClipmapDistributionBase
Base of the Pow() that controls the size of each successive clipmap relative to the first.
r.Lumen.ScreenProbeGather.RadianceCache.ClipmapWorldExtent
World space extent of the first clipmap
r.Lumen.ScreenProbeGather.RadianceCache.GridResolution
Resolution of the probe placement grid within each clipmap
r.Lumen.ScreenProbeGather.RadianceCache.NumClipmaps
Number of radiance cache clipmaps.
r.Lumen.ScreenProbeGather.RadianceCache.NumMipmaps
Number of radiance cache mipmaps.
r.Lumen.ScreenProbeGather.RadianceCache.NumProbesToTraceBudget
r.Lumen.ScreenProbeGather.RadianceCache.ProbeAtlasResolutionInProbes
Number of probes along one dimension of the probe atlas cache texture. This controls the memory usage of the cache. Overflow currently results in incorrect rendering.
r.Lumen.ScreenProbeGather.RadianceCache.ProbeResolution
Resolution of the probe's 2d radiance layout. The number of rays traced for the probe will be ProbeResolution ^ 2
r.Lumen.ScreenProbeGather.RadianceCache.ReprojectionRadiusScale
r.Lumen.ScreenProbeGather.RadianceCache.Stats
GPU print out Radiance Cache update stats. Requires r.ShaderPrintEnable 1.
r.Lumen.ScreenProbeGather.ReferenceMode
When enabled, traces 1024 uniform rays per probe with no filtering, Importance Sampling or Radiance Caching.
r.Lumen.ScreenProbeGather.ScreenSpaceBentNormal
Whether to compute screen space directional occlusion to add high frequency occlusion (contact shadows) which Screen Probes lack due to downsampling.
r.Lumen.ScreenProbeGather.ScreenSpaceBentNormal.ApplyDuringIntegration
Whether Screen Space Bent Normal should be applied during BRDF integration, which has higher quality but is before the temporal filter so causes streaking on moving objects.
r.Lumen.ScreenProbeGather.ScreenSpaceBentNormal.SlopeCompareToleranceScale
Scales the slope threshold that screen space traces use to determine whether there was a hit.
r.Lumen.ScreenProbeGather.ScreenTraces
Whether to trace against the screen before falling back to other tracing methods.
r.Lumen.ScreenProbeGather.ScreenTraces.HZBTraversal
Whether to use HZB tracing for SSGI instead of fixed step count intersection. HZB tracing is much more accurate, in particular not missing thin features, but is about ~3x slower.
r.Lumen.ScreenProbeGather.ScreenTraces.HZBTraversal.HistoryDepthTestRelativeThickness
Distance between HZB trace hit and previous frame scene depth from which to allow hits, as a relative depth threshold.
r.Lumen.ScreenProbeGather.ScreenTraces.HZBTraversal.MaxIterations
Max iterations for HZB tracing.
r.Lumen.ScreenProbeGather.ScreenTraces.HZBTraversal.NumThicknessStepsToDetermineCertainty
Number of linear search steps to determine if a hit feature is thin and should be ignored.
r.Lumen.ScreenProbeGather.ScreenTraces.HZBTraversal.RelativeDepthThickness
Determines depth thickness of objects hit by HZB tracing, as a relative depth threshold.
r.Lumen.ScreenProbeGather.ScreenTraces.MinimumOccupancy
Minimum number of threads still tracing before aborting the trace. Can be used for scalability to abandon traces that have a disproportionate cost.
r.Lumen.ScreenProbeGather.ScreenTraces.ThicknessScaleWhenNoFallback
Larger scales effectively treat depth buffer surfaces as thicker for screen traces when there is no Distance Field present to resume the occluded ray.
r.Lumen.ScreenProbeGather.SpatialFilterHalfKernelSize
Experimental
r.Lumen.ScreenProbeGather.SpatialFilterMaxRadianceHitAngle
In Degrees. Larger angles allow more filtering but lose contact shadows.
r.Lumen.ScreenProbeGather.SpatialFilterNumPasses
Number of spatial filter passes
r.Lumen.ScreenProbeGather.SpatialFilterPositionWeightScale
Determines how far probes can be in world space while still filtering lighting
r.Lumen.ScreenProbeGather.SpatialFilterProbes
Whether to spatially filter probe traces to reduce noise.
r.Lumen.ScreenProbeGather.StochasticInterpolation
Where to interpolate screen probes stochastically (1 sample) or bilinearly (4 samples)
r.Lumen.ScreenProbeGather.Temporal
Whether to use a temporal filter
r.Lumen.ScreenProbeGather.Temporal.ClearHistoryEveryFrame
Whether to clear the history every frame for debugging
r.Lumen.ScreenProbeGather.Temporal.DebugForceTracesMoving
r.Lumen.ScreenProbeGather.Temporal.DistanceThreshold
Relative distance threshold needed to discard last frame's lighting results. Lower values reduce ghosting from characters when near a wall but increase flickering artifacts.
r.Lumen.ScreenProbeGather.Temporal.FastUpdateModeUseNeighborhoodClamp
Whether to clamp history values to the current frame's screen space neighborhood, in areas around moving objects.
r.Lumen.ScreenProbeGather.Temporal.FractionOfLightingMovingForFastUpdateMode
r.Lumen.ScreenProbeGather.Temporal.MaxFastUpdateModeAmount
Maximum amount of fast-responding temporal filter to use when traces hit a moving object. Values closer to 1 cause more noise, but also faster reaction to scene changes.
r.Lumen.ScreenProbeGather.Temporal.MaxFramesAccumulated
Lower values cause the temporal filter to propagate lighting changes faster, but also increase flickering from noise.
r.Lumen.ScreenProbeGather.Temporal.NeighborhoodClamp
Whether to use a neighborhood clamp temporal filter instead of depth rejection. Experimental.
r.Lumen.ScreenProbeGather.Temporal.NormalThreshold
Maximum angle that the history texel's normal can be from the current pixel to accept it's history lighting, in degrees.
r.Lumen.ScreenProbeGather.Temporal.RejectBasedOnNormal
Whether to reject history lighting based on their normal. Increases cost of the temporal filter but can reduce streaking especially around character feet.
r.Lumen.ScreenProbeGather.Temporal.RelativeSpeedDifferenceToConsiderLightingMoving
r.Lumen.ScreenProbeGather.TemporalFilterProbes
Whether to temporally filter probe traces to reduce noise.
r.Lumen.ScreenProbeGather.TemporalFilterProbes.HistoryDistanceThreshold
r.Lumen.ScreenProbeGather.TemporalFilterProbes.HistoryWeight
r.Lumen.ScreenProbeGather.TraceMeshSDFs
Whether to trace against Mesh Signed Distance fields for Lumen's Screen Probe Gather.
r.Lumen.ScreenProbeGather.TracingOctahedronResolution
Resolution of the tracing octahedron. Determines how many traces are done per probe.
r.Lumen.ScreenProbeGather.VisualizeTraces
Whether to visualize traces for the center screen probe, useful for debugging
r.Lumen.ScreenProbeGather.VisualizeTracesFreeze
Whether to freeze updating the visualize trace data. Note that no changes to cvars or shaders will propagate until unfrozen.
r.Lumen.Supported
Whether Lumen is supported at all for the project, regardless of platform. This can be used to avoid compiling shaders and other load time overhead.
r.Lumen.SurfaceCache.HeightfieldCaptureMargin
Amount to expand heightfield component bbox for card capture purposes.
r.Lumen.TraceDistanceScale
Scales the tracing distance for all tracing methods and Lumen features, used by scalability.
r.Lumen.TraceMeshSDFs
Whether Lumen should trace against Mesh Signed Distance fields. When enabled, Lumen's Software Tracing will be more accurate, but scenes with high instance density (overlapping meshes) will have high tracing costs. When disabled, lower resolution Global Signed Distance Field will be used instead.
r.Lumen.TraceMeshSDFs.Allow
Whether Lumen should trace against Mesh Signed Distance fields. When enabled, Lumen's Software Tracing will be more accurate, but scenes with high instance density (overlapping meshes) will have high tracing costs. When disabled, lower resolution Global Signed Distance Field will be used instead.
r.Lumen.TraceMeshSDFs.TraceDistance
Max trace distance against Mesh Distance Fields and Heightfields.
r.Lumen.TranslucencyReflections.ClipmapFadeSize
Size in Radiance Cache probes of the dithered transition region between clipmaps
r.Lumen.TranslucencyReflections.Enable
Whether to use the Radiance Cache to provide Lumen Reflections on Translucent Surfaces.
r.Lumen.TranslucencyReflections.MarkDownsampleFactor
Downsample factor for marking translucent surfaces in the Lumen Radiance Cache. Too low of factors will cause incorrect Radiance Cache coverage. Should be a power of 2.
r.Lumen.TranslucencyReflections.ReprojectionRadiusScale
Larger values treat the Radiance Cache lighting as more distant.
r.Lumen.TranslucencyVolume.Enable
r.Lumen.TranslucencyVolume.EndDistanceFromCamera
r.Lumen.TranslucencyVolume.GridDistributionLogZOffset
r.Lumen.TranslucencyVolume.GridDistributionLogZScale
r.Lumen.TranslucencyVolume.GridDistributionZScale
r.Lumen.TranslucencyVolume.GridPixelSize
Size of a cell in the translucency grid, in pixels.
r.Lumen.TranslucencyVolume.HardwareRayTracing
Enables hardware ray tracing for Lumen translucency volume (Default = 1)
r.Lumen.TranslucencyVolume.MaxRayIntensity
.
r.Lumen.TranslucencyVolume.RadianceCache
Whether to use the Radiance Cache for Translucency
r.Lumen.TranslucencyVolume.RadianceCache.ClipmapDistributionBase
Base of the Pow() that controls the size of each successive clipmap relative to the first.
r.Lumen.TranslucencyVolume.RadianceCache.ClipmapWorldExtent
World space extent of the first clipmap
r.Lumen.TranslucencyVolume.RadianceCache.FarField
Whether to trace against the FarField representation
r.Lumen.TranslucencyVolume.RadianceCache.GridResolution
Resolution of the probe placement grid within each clipmap
r.Lumen.TranslucencyVolume.RadianceCache.NumMipmaps
Number of radiance cache mipmaps.
r.Lumen.TranslucencyVolume.RadianceCache.NumProbesToTraceBudget
r.Lumen.TranslucencyVolume.RadianceCache.ProbeAtlasResolutionInProbes
Number of probes along one dimension of the probe atlas cache texture. This controls the memory usage of the cache. Overflow currently results in incorrect rendering.
r.Lumen.TranslucencyVolume.RadianceCache.ProbeResolution
Resolution of the probe's 2d radiance layout. The number of rays traced for the probe will be ProbeResolution ^ 2
r.Lumen.TranslucencyVolume.RadianceCache.ReprojectionRadiusScale
r.Lumen.TranslucencyVolume.RadianceCache.Stats
GPU print out Radiance Cache update stats.
r.Lumen.TranslucencyVolume.RadianceCache.Visualize
r.Lumen.TranslucencyVolume.SpatialFilter
Whether to use a spatial filter on the volume traces.
r.Lumen.TranslucencyVolume.SpatialFilter.NumPasses
How many passes of the spatial filter to do
r.Lumen.TranslucencyVolume.Temporal.HistoryWeight
How much the history value should be weighted each frame. This is a tradeoff between visible jittering and responsiveness.
r.Lumen.TranslucencyVolume.Temporal.Jitter
Whether to apply jitter to each frame's translucency GI computation, achieving temporal super sampling.
r.Lumen.TranslucencyVolume.TemporalReprojection
Whether to use temporal reprojection.
r.Lumen.TranslucencyVolume.TraceFromVolume
Whether to ray trace from the translucency volume's voxels to gather indirect lighting. Only makes sense to disable if TranslucencyVolume.RadianceCache is enabled.
r.Lumen.TranslucencyVolume.TraceStepFactor
.
r.Lumen.TranslucencyVolume.TracingOctahedronResolution
Resolution of the tracing octahedron. Determines how many traces are done per voxel of the translucency lighting volume.
r.Lumen.TranslucencyVolume.VoxelStepFactor
.
r.Lumen.TranslucencyVolume.VoxelTraceStartDistanceScale
.
r.Lumen.Visualize
Lumen scene visualization mode. 0 - Disable 1 - Final lighting 2 - Reflection View 3 - Surface Cache Coverage 4 - Overview 5 - Albedo 6 - Geometry normals 7 - Normals 8 - Emissive 9 - Opacity 10 - Card weights 11 - Direct lighting 12 - Indirect lighting 13 - Local Position (hardware ray-tracing only) 14 - Velocity (hardware ray-tracing only) 15 - Direct lighting updates 16 - Indirect lighting updates 17 - Last used pages 18 - Last used high res pages
r.Lumen.Visualize.CardGenerationCluster
r.Lumen.Visualize.CardGenerationMaxSurfel
r.Lumen.Visualize.CardGenerationSurfels
r.Lumen.Visualize.CardGenerationSurfelScale
r.Lumen.Visualize.CardInterpolateInfluenceRadius
r.Lumen.Visualize.CardPlacement
r.Lumen.Visualize.CardPlacementDistance
r.Lumen.Visualize.CardPlacementIndex
Visualize only a single card per mesh.
r.Lumen.Visualize.CardPlacementLOD
0 - all 1 - only primitives 2 - only merged instances 3 - only merged components 4 - only far field
r.Lumen.Visualize.CardPlacementPrimitives
Whether to visualize primitive bounding boxes.
r.Lumen.Visualize.ClipmapIndex
Which clipmap to use for the Lumen scene visualization. -1 uses all possible clipmaps.
r.Lumen.Visualize.ConeAngle
Visualize cone angle, in degrees.
r.Lumen.Visualize.ConeStepFactor
Cone step scale on sphere radius step size.
r.Lumen.Visualize.GridPixelSize
r.Lumen.Visualize.HardwareRayTracing
Enables visualization of hardware ray tracing (Default = 1)
r.Lumen.Visualize.HardwareRayTracing.BucketMaterials
Determines whether a secondary traces will be bucketed for coherent material access (default = 1
r.Lumen.Visualize.HardwareRayTracing.Compact
Determines whether a second trace will be compacted before traversal (default = 1
r.Lumen.Visualize.HardwareRayTracing.DeferredMaterial
Enables deferred material pipeline (Default = 1)
r.Lumen.Visualize.HardwareRayTracing.DeferredMaterial.TileDimension
Determines the tile dimension for material sorting (Default = 64)
r.Lumen.Visualize.HardwareRayTracing.GroupCount
Determines the active group count when dispatching raygen shader (default = 4096
r.Lumen.Visualize.HardwareRayTracing.Retrace.FarField
Determines whether a second trace will be fired for far-field contribution (default = 1
r.Lumen.Visualize.HardwareRayTracing.Retrace.HitLighting
Determines whether a second trace will be fired for hit-lighting for invalid surface-cache hits (default = 1
r.Lumen.Visualize.HardwareRayTracing.ThreadCount
Determines the active group count when dispatching raygen shader (default = 64
r.Lumen.Visualize.HiResSurface
Whether visualization should sample highest available surface data or use lowest res always resident pages.
r.Lumen.Visualize.IndirectDiffuse
Visualize Lumen Indirect Diffuse.
r.Lumen.Visualize.MaxMeshSDFTraceDistance
Max trace distance for Lumen scene visualization rays. Values below 0 will automatically derrive this from cone angle.
r.Lumen.Visualize.MaxTraceDistance
r.Lumen.Visualize.MinTraceDistance
r.Lumen.Visualize.RayTracingGroups
0 - disable 1 - all groups 2 - groups with a single instance
r.Lumen.Visualize.Stats
Print out Lumen scene stats.
r.Lumen.Visualize.SurfaceCacheFeedback
Whether visualization should write surface cache feedback requests into the feedback buffer.
r.Lumen.Visualize.TraceMeshSDFs
Whether to use Mesh SDF tracing for lumen scene visualization.
r.Lumen.Visualize.TraceRadianceCache
Whether to use radiance cache for Lumen scene visualization.
r.Lumen.Visualize.ViewMode
When the viewport view-mode is set to 'Lumen Visualization', this command specifies which of the various channels to display. Values entered other than the allowed values shown below will be ignored. Overview LumenScene ReflectionView SurfaceCache
r.Lumen.Visualize.VoxelFaceIndex
Which voxel face to use for the Lumen scene visualization -X,+X,-Y,+Y,-Z,+Z. -1 uses all voxel faces.
r.Lumen.Visualize.Voxels
Visualize Lumen voxel Representation.
r.Lumen.Visualize.VoxelStepFactor
r.LumenScene.DirectLighting
r.LumenScene.DirectLighting.CloudTransmittance
Whether to sample cloud shadows when avaible.
r.LumenScene.DirectLighting.ForceShadowMaps
Use shadow maps for all lights casting shadows.
r.LumenScene.DirectLighting.GlobalSDF.ShadowRayBias
Bias for tracing global SDF shadow rays.
r.LumenScene.DirectLighting.HardwareRayTracing
Enables hardware ray tracing for Lumen direct lighting (Default = 1)
r.LumenScene.DirectLighting.HardwareRayTracing.GroupCount
Determines the dispatch group count
r.LumenScene.DirectLighting.HardwareRayTracing.HeightfieldProjectionBias
Applies a projection bias such that an occlusion ray starts on the ray-tracing heightfield representation.
r.LumenScene.DirectLighting.HardwareRayTracing.HeightfieldProjectionBiasSearchRadius
Determines the search radius for heightfield projection bias. Larger search radius corresponds to increased traversal cost (default = 256).
r.LumenScene.DirectLighting.HardwareRayTracing.Indirect
Enables indirect dispatch for hardware ray tracing (Default = 1)
r.LumenScene.DirectLighting.HardwareRayTracing.ShadowRayBias
Bias for hardware ray tracing shadow rays.
r.LumenScene.DirectLighting.Heightfield.ShadowRayBias
Bias for tracing heightfield shadow rays.
r.LumenScene.DirectLighting.MaxLightsPerTile
r.LumenScene.DirectLighting.MeshSDF.ShadowRayBias
Bias for tracing mesh SDF shadow rays.
r.LumenScene.DirectLighting.OffscreenShadowing.TraceMeshSDFs
Whether to trace against Mesh Signed Distance Fields for offscreen shadowing, or to trace against the lower resolution Global SDF.
r.LumenScene.DirectLighting.OffscreenShadowingTraceStepFactor
r.LumenScene.DirectLighting.ReuseShadowMaps
Whether to use shadow maps for shadowing Lumen Scene, where they are available (onscreen). Offscreen areas will still use ray tracing.
r.LumenScene.DirectLighting.ShadowMap.SamplingBias
Bias for sampling shadow maps.
r.LumenScene.DirectLighting.UpdateFactor
Controls for how many texels direct lighting will be updated every frame. Texels = SurfaceCacheTexels / Factor.
r.LumenScene.DirectLighting.VirtualShadowMap
Whether to sample virtual shadow when avaible.
r.LumenScene.DirectLighting.VirtualShadowMap.SamplingBias
Bias for sampling virtual shadow maps.
r.LumenScene.DistantScene
0: off, 1: on, 2: only on if r.LumenScene.FastCameraMode is enabled
r.LumenScene.DistantScene.CardResolution
r.LumenScene.DistantScene.CascadeDistributionExponent
r.LumenScene.DistantScene.DrawCascadeBounds
r.LumenScene.DistantScene.EndDistanceFromCamera
r.LumenScene.DistantScene.MaxTraceDistance
r.LumenScene.DistantScene.MinInstanceBoundsRadius
r.LumenScene.DistantScene.NaniteLODBias
LOD bias for Nanite geometry in Lumen distant scene representation. 0 - full detail. > 0 - reduced detail.
r.LumenScene.DistantScene.NumCascades
Todo - shader only supports 1 cascade
r.LumenScene.DistantScene.SnapOrigin
r.LumenScene.DistantScene.StartDistanceFromCamera
r.LumenScene.DistantScene.UpdateCaptures
r.LumenScene.DistantScene.UpdatePlacement
r.LumenScene.DumpStats
Whether to log Lumen scene stats on the next frame. 2 - dump mesh DF. 3 - dump LumenScene objects.
r.LumenScene.FarField
Enable/Disable Lumen far-field ray tracing.
r.LumenScene.FarField.DitheredStartDistanceFactor
Starting distance for far-field dithered t-min, as a percentage of near-field t-max (Default = 0.66f).
r.LumenScene.FarField.MaxTraceDistance
Maximum hit-distance for Lumen far-field ray tracing (Default = 1.0e6).
r.LumenScene.FarField.ReferencePos.Z
Far-field reference position in Z (default = 100000.0)
r.LumenScene.FastCameraMode
Whether to update the Lumen Scene for fast camera movement - lower quality, faster updates so lighting can keep up with the camera.
r.LumenScene.GlobalSDF.ClipmapExtent
r.LumenScene.GlobalSDF.FullyCoveredExpandSurfaceScale
Scales the half voxel SDF expand used by the Global SDF to reconstruct surfaces that are thinner than the distance between two voxels, erring on the side of over-occlusion.
r.LumenScene.GlobalSDF.Resolution
r.LumenScene.GlobalSDF.UncoveredExpandSurfaceScale
Scales the half voxel SDF expand used by the Global SDF to reconstruct surfaces that are thinner than the distance between two voxels, for regions of space that only contain Two Sided Mesh SDFs.
r.LumenScene.GlobalSDF.UncoveredMinStepScale
Scales the min step size to improve performance, for regions of space that only contain Two Sided Mesh SDFs.
r.LumenScene.Heightfield.CullForView
Enables Heightfield culling (default = 1)
r.LumenScene.Heightfield.FroxelCulling
Enables Heightfield froxel view culling (default = 1)
r.LumenScene.Heightfield.MaxTracingSteps
Sets the maximum steps for heightfield (Landscape) software ray tracing (default = 32)
r.LumenScene.Heightfield.ReceiverBias
Extra bias for Landscape surface points. Helps to fix mismatching LOD artifacts between fixed LOD in Surface Cache and Landscape CLOD.
r.LumenScene.Heightfield.Tracing
Enables heightfield (Landscape) software ray tracing (default = 1)
r.LumenScene.Lighting.Feedback
Whether to prioritize surface cache lighting updates based on the feedback.
r.LumenScene.Lighting.ForceLightingUpdate
r.LumenScene.Lighting.Stats
GPU print out Lumen lighting update stats. Requires r.ShaderPrintEnable 1.
r.LumenScene.MeshCardsPerTask
How many mesh cards to process per single surface cache update task.
r.LumenScene.ParallelUpdate
Whether to run the Lumen Scene update in parallel.
r.LumenScene.PrimitivesPerTask
How many primitives to process per single surface cache update task.
r.LumenScene.Radiosity
Whether to enable the Radiosity, which is an indirect lighting gather from the Surface Cache that provides multibounce diffuse.
r.LumenScene.Radiosity.DistanceFieldSurfaceBias
.
r.LumenScene.Radiosity.DistanceFieldSurfaceSlopeBias
.
r.LumenScene.Radiosity.HardwareRayTracing
Enables hardware ray tracing for radiosity (default = 1).
r.LumenScene.Radiosity.HardwareRayTracing.AvoidSelfIntersectionTraceDistance
When greater than zero, a short trace skipping backfaces will be done to escape the surface, followed by the remaining trace that can hit backfaces.
r.LumenScene.Radiosity.HardwareRayTracing.Indirect
Enables indirect dispatch for hardware ray tracing for radiosity (default = 1).
r.LumenScene.Radiosity.HardwareRayTracing.SlopeSurfaceBias
.
r.LumenScene.Radiosity.HardwareRayTracing.SurfaceBias
.
r.LumenScene.Radiosity.HemisphereProbeResolution
Number of traces along one dimension of the hemisphere probe layout.
r.LumenScene.Radiosity.MaxRayIntensity
Clamps Radiosity trace intensity, relative to current view exposure. Useful for reducing artifacts from small bright emissive sources, but loses energy and adds view dependence.
r.LumenScene.Radiosity.MinTraceDistanceToSampleSurface
Ray hit distance from which we can start sampling surface cache in order to fix radiosity feedback loop where surface cache texel hits itself every frame.
r.LumenScene.Radiosity.ProbeOcclusion
Whether to depth test against the probe hit depths during interpolation and filtering to reduce leaking. Not available with Software Ray Tracing due to imprecision.
r.LumenScene.Radiosity.ProbePlaneWeighting
Whether to weight Radiosity probes by plane distance, useful to prevent leaking.
r.LumenScene.Radiosity.ProbeSpacing
Distance between probes, in Surface Cache texels
r.LumenScene.Radiosity.SpatialFilterProbes
Whether to spatially filter Radiosity probes. Filtering reduces noise but increases leaking.
r.LumenScene.Radiosity.SpatialFilterProbes.KernelSize
Larger kernels reduce noise but increase leaking.
r.LumenScene.Radiosity.SpatialFilterProbes.PlaneWeightingDepthScale
Controls the distance at which probes can be interpolated from. Higher values introduce leaking.
r.LumenScene.Radiosity.Temporal
Whether to use temporal super sampling on Radiosity. Increases quality, but also adds latency to the speed that lighting changes propagate, and animated noise in the results.
r.LumenScene.Radiosity.Temporal.FixedJitterIndex
If zero or greater, overrides the temporal jitter index with a fixed index. Useful for debugging and inspecting sampling patterns.
r.LumenScene.Radiosity.Temporal.MaxFramesAccumulated
Lower values cause the temporal filter to propagate lighting changes faster, but also increase flickering from noise.
r.LumenScene.Radiosity.UpdateFactor
Controls for how many texels radiosity will be updated every frame. Texels = SurfaceCacheTexels / Factor.
r.LumenScene.Radiosity.VoxelStepFactor
.
r.LumenScene.SurfaceCache.AtlasSize
Surface cache card atlas size.
r.LumenScene.SurfaceCache.CardCameraDistanceTexelDensityScale
Lumen card texels per world space distance
r.LumenScene.SurfaceCache.CardCaptureFactor
Controls how many texels can be captured per frame. Texels = SurfaceCacheTexels / Factor.
r.LumenScene.SurfaceCache.CardCaptureMargin
How far from Lumen scene range start to capture cards.
r.LumenScene.SurfaceCache.CardCaptureRefreshFraction
Fraction of card capture budget allowed to be spent on re-capturing existing pages in order to refresh surface cache materials. 0 disables card refresh.
r.LumenScene.SurfaceCache.CardCapturesPerFrame
r.LumenScene.SurfaceCache.CardFixedDebugResolution
Lumen card resolution
r.LumenScene.SurfaceCache.CardMaxResolution
Maximum card resolution in Lumen Scene
r.LumenScene.SurfaceCache.CardMaxTexelDensity
Lumen card texels per world space distance
r.LumenScene.SurfaceCache.CardMinResolution
Minimum mesh card size resolution to be visible in Lumen Scene
r.LumenScene.SurfaceCache.Compress
Whether to use run time compression for surface cache. 0 - Disabled 1 - Compress using UAV aliasing if supported 2 - Compress using CopyTexture (may be very slow on some RHIs)
r.LumenScene.SurfaceCache.DiffuseReflectivityOverride
Override captured material diffuse for debugging. 0 disables override.
r.LumenScene.SurfaceCache.FarField.Distance
Far Field Lumen card culling distance
r.LumenScene.SurfaceCache.FarField.TexelDensity
Far Field Lumen card texels per world space unit
r.LumenScene.SurfaceCache.Feedback
Whether to use surface cache feedback to selectively map higher quality surface cache pages.
r.LumenScene.SurfaceCache.Feedback.MinPageHits
Min number of page hits to demand a new page.
r.LumenScene.SurfaceCache.Feedback.ResLevelBias
Bias resolution of on demand surface cache pages.
r.LumenScene.SurfaceCache.Feedback.TileSize
One surface cache feedback element will be writen out per tile. Aligned to a power of two.
r.LumenScene.SurfaceCache.Feedback.UniqueElements
Limit of unique surface cache feedback elements. Used to resize buffers.
r.LumenScene.SurfaceCache.ForceEvictHiResPages
Evict all optional hi-res surface cache pages.
r.LumenScene.SurfaceCache.Freeze
Freeze surface cache updates for debugging.
r.LumenScene.SurfaceCache.FreezeUpdateFrame
Keep updating the same subset of surface cache for debugging and profiling.
r.LumenScene.SurfaceCache.LogUpdates
Whether to log Lumen surface cache updates. 2 - will log mesh names.
r.LumenScene.SurfaceCache.MeshCardsCullFaces
r.LumenScene.SurfaceCache.MeshCardsDebugSingleCard
Spawn only a specified card on mesh. Useful for debugging.
r.LumenScene.SurfaceCache.MeshCardsMaxLOD
Max LOD level for the card representation. 0 - lowest quality.
r.LumenScene.SurfaceCache.MeshCardsMergeComponents
Whether to merge all components with the same RayTracingGroupId into a single MeshCards.
r.LumenScene.SurfaceCache.MeshCardsMergedCardMinSurfaceArea
Minimum area to spawn a merged card.
r.LumenScene.SurfaceCache.MeshCardsMergedMaxWorldSize
Only merged bounds less than this size on any axis are considered, since Lumen Scene streaming relies on object granularity.
r.LumenScene.SurfaceCache.MeshCardsMergedResolutionScale
Scale on the resolution calculation for a merged MeshCards. This compensates for the merged box getting a higher resolution assigned due to being closer to the viewer.
r.LumenScene.SurfaceCache.MeshCardsMergeInstances
Whether to merge all instances of a Instanced Static Mesh Component into a single MeshCards.
r.LumenScene.SurfaceCache.MeshCardsMergeInstancesMaxSurfaceAreaRatio
Only merge if the (combined box surface area) / (summed instance box surface area) < MaxSurfaceAreaRatio
r.LumenScene.SurfaceCache.MeshCardsMinSize
Minimum mesh cards world space size to be included in Lumen Scene.
r.LumenScene.SurfaceCache.NaniteMultiViewCapture
Toggle multi view Lumen Nanite Card capture for debugging.
r.LumenScene.SurfaceCache.NaniteMultiViewRaster
Toggle multi view Lumen Nanite Card rasterization for debugging.
r.LumenScene.SurfaceCache.NumFramesToKeepUnusedPages
Num frames to keep unused pages in surface cache.
r.LumenScene.SurfaceCache.RecaptureEveryFrame
r.LumenScene.SurfaceCache.ResampleLighting
Whether to resample card lighting when cards are reallocated. This is needed for Radiosity temporal accumulation but can be disabled for debugging.
r.LumenScene.SurfaceCache.Reset
Reset all atlases and captured cards.
r.LumenScene.SurfaceCache.ResetEveryNthFrame
Continuosly reset all atlases and captured cards every N-th frame.
r.LumenScene.UpdateViewOrigin
Whether to update view origin for voxel lighting and global distance field. Useful for debugging.
r.LumenScene.UploadEveryFrame
Whether to upload the entire Lumen Scene's data every frame. Useful for debugging.
r.LumenScene.VoxelLighting.AverageObjectsPerVisBufferTile
Average expected number of objects per vis buffer tile, used to preallocate memory for the cull grid.
r.LumenScene.VoxelLighting.ClipmapResolution
r.LumenScene.VoxelLighting.ClipmapWorldExtent
r.LumenScene.VoxelLighting.ClipmapZResolutionDivisor
r.LumenScene.VoxelLighting.DistantScene
r.LumenScene.VoxelLighting.ForceFullUpdate
r.LumenScene.VoxelLighting.ForceMovementUpdate
Whether to force N texel border on X, Y and Z update each frame.
r.LumenScene.VoxelLighting.ForceUpdateClipmapIndex
r.LumenScene.VoxelLighting.MaskDownsampleShift
r.LumenScene.VoxelLighting.MeshSDFRadiusThresholdFactor
r.LumenScene.VoxelLighting.NumClipmapLevels
r.LumenScene.VoxelLighting.Reset
Reset all voxel lighting.
r.LUT.Size
Size of film LUT
r.Material.DumpDDCKeys
if != 0, DDC keys for each material shadermap will be dumped into project's Saved directory (MaterialDDCKeys subdirectory)
r.Material.EnergyConservation
Enable energy conservation for material (project settings, read only).
r.Material.ExcludeNonPipelinedShaders
if != 0, standalone shaders that are also part of FShaderPipeline will not be compiled (default).
r.Material.RoughDiffuse
Enable rough diffuse material.
r.MaterialEditor.AnalyticDeriv
Enable analytic derivative code generation.
r.MaterialEditor.AnalyticDeriv.DebugEmitInvalidDerivTokens
Debug: Emit '$' tokens to mark expressions with invalid derivatives.
r.MaterialEditor.AnalyticDeriv.DebugGenerateAllFunctions
Debug: Generate all derivative functions.
r.MaterialEditor.AnalyticDeriv.DebugTextureSample
Debug: Instrument texture sampling with modes that can be controlled with r.GeneralPurposeTweak/r.GeneralPurposeTweak2.
r.MaterialEditor.LWCEnabled
Enable generation of LWC values in materials. If disabled, materials will perform all operations at float-precision
r.MaterialEditor.UseDevShaders
Toggles whether the material editor will use shaders that include extra overhead incurred by the editor. Material editor must be re-opened if changed at runtime.
r.MaterialEnableControlFlow
Allows experemental control flow to be used in the material editor.
r.MaterialEnableNewHLSLGenerator
Enables the new (WIP) material HLSL generator.
r.MaterialParameterLegacyChecks
When enabled, sanity check new material parameter logic against legacy path. Note that this can be slow
r.MaterialQualityLevel
0 corresponds to low quality materials, as defined by quality switches in materials, 1 corresponds to high, 2 for medium, and 3 for Epic.
r.MaxAnisotropy
MaxAnisotropy should range from 1 to 16. Higher values mean better texure quality when using anisotropic filtering but at a cost to performance. Default is 4.
r.MaxCSMRadiusToAllowPerObjectShadows
Only stationary lights with a CSM radius smaller than this will create per object shadows for dynamic objects.
r.MaxQualityMode
If set to 1, override certain system settings to highest quality regardless of performance impact
r.MaxVertexBytesAllocatedPerFrame
The maximum number of transient vertex buffer bytes to allocate before we start panic logging who is doing the allocations
r.MeshCardRepresentation
r.MeshCardRepresentation.Async
.
r.MeshCardRepresentation.Debug.SurfelDirection
Generate cards for only surfels pointing in a specific direction.
r.MeshCardRepresentation.DistanceTresholdXY
Max distance (in surfels) when surface elements should be clustered together along XY.
r.MeshCardRepresentation.DistanceTresholdZ
Max distance (in surfels) when surface elements should be clustered together along Z.
r.MeshCardRepresentation.GrowIterations
Max number of grow iterations.
r.MeshCardRepresentation.MinDensity
How much of filled area needs to be there to spawn a card, [0;1] range.
r.MeshCardRepresentation.NormalTreshold
Normal treshold when surface elements should be clustered together.
r.MeshCardRepresentation.ParallelBuild
Whether to use task for mesh card building.
r.MeshCardRepresentation.SeedIterations
Max number of clustering iterations.
r.MeshDrawCommands.AllowOnDemandShaderCreation
How to create RHI shaders: 0: Always create them on a Rendering Thread, before executing other MDC tasks. 1: If RHI supports multi-threaded shader creation, create them on demand on tasks threads, at the time of submitting the draws.
r.MeshDrawCommands.CacheMultithreaded
Enable multithreading of draw command caching for static meshes. 0=disabled, 1=enabled (default)
r.MeshDrawCommands.DynamicInstancing
Whether to dynamically combine multiple compatible visible Mesh Draw Commands into one instanced draw on vertex factories that support it.
r.MeshDrawCommands.LogDynamicInstancingStats
Whether to log dynamic instancing stats on the next frame
r.MeshDrawCommands.LogMeshDrawCommandMemoryStats
Whether to log mesh draw command memory stats on the next frame
r.MeshDrawCommands.ParallelPassSetup
Whether to setup mesh draw command pass in parallel.
r.MeshDrawCommands.UseCachedCommands
Whether to render from cached mesh draw commands (on vertex factories that support it), or to generate draw commands every frame.
r.MeshMerge.StoreImposterInfoInUVs
Determines whether or not to store imposter info (position.xy in UV2, position.z + scale in UV3) in the merged mesh UV channels 0: Do not store imposters info in UVs (default) 1: Store imposter info in UVs (legacy)
r.MeshParticle.MinDetailModeForMotionBlur
Sets the minimum detail mode before mesh particles emit motion blur (Low = 0, Med = 1, High = 2, Max = 3). Set to -1 to disable mesh particles motion blur entirely. Defaults to -1.
r.MeshReductionModule
Name of what mesh reduction module to choose. If blank it chooses any that exist.
r.MeshStreaming
Experimental - When non zero, enables mesh stremaing.
r.MinRoughnessOverride
WARNING: This is an experimental feature that may change at any time. Sets a global limit for roughness when used in the direct lighting calculations. This can be used to limit the amount of fireflies caused by low roughness, in particular when AA is not in use. 0.0: no change (default)
r.MinScreenRadiusForCSMDepth
Threshold below which meshes will be culled from CSM depth pass.
r.MinScreenRadiusForDepthPrepass
Threshold below which meshes will be culled from depth only pass.
r.MinScreenRadiusForLights
Threshold below which lights will be culled.
r.MinYResolutionFor3DView
Defines the smallest Y resolution we want to support in the 3D view
r.MinYResolutionForUI
Defines the smallest Y resolution we want to support in the UI (default is 720)
r.MipMapLODBias
Apply additional mip map bias for all 2D textures, range of -15.0 to 15.0
r.Mobile.AdrenoOcclusionMode
0: Render occlusion queries after the base pass (default). 1: Render occlusion queries after translucency and a flush, which can help Adreno devices in GL mode.
r.Mobile.AllowDistanceFieldShadows
0: Do not generate shader permutations to render distance field shadows from stationary directional lights. 1: Generate shader permutations to render distance field shadows from stationary directional lights. (default)
r.Mobile.AllowDitheredLODTransition
Whether to support 'Dithered LOD Transition' material option on mobile platforms
r.Mobile.AllowMovableDirectionalLights
0: Do not generate shader permutations to render movable directional lights. 1: Generate shader permutations to render movable directional lights. (default)