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

Renderer Console Variables

Name
Help

r.AllowCachedUniformExpressions

Allow uniform expressions to be cached.

r.AllowClearLightSceneExtentsOnly

r.AllowDepthBoundsTest

If true, use enable depth bounds test when rendering defered lights.

r.AllowGlobalClipPlane

Enables mesh shaders to support a global clip plane, needed for planar reflections, which adds about 15% BasePass GPU cost on PS4.

r.AllowHDR

Creates an HDR compatible swap-chain and enables HDR display output.0: Disabled (default) 1: Allow HDR, if supported by the platform and display

r.AllowLandscapeShadows

Allow Landscape Shadows

r.AllowMultiGPUInEditor

Enable experimental multi-GPU support in editor

r.AllowOcclusionQueries

If zero, occlusion queries will not be used to cull primitives.

r.AllowPointLightCubemapShadows

When 0, will prevent point light cube map shadows from being used and the light will be unshadowed.

r.AllowPrecomputedVisibility

If zero, precomputed visibility will not be used to cull primitives.

r.AllowSimpleLights

If true, we allow simple (ie particle) lights

r.AllowStaticLighting

Whether to allow any static lighting to be generated and used, like lightmaps and shadowmaps. Games that only use dynamic lighting should set this to 0 to save some static lighting overhead.

r.AllowSubPrimitiveQueries

Enables sub primitive queries, currently only used by hierarchical instanced static meshes. 1: Enable, 0 Disabled. When disabled, one query is used for the entire proxy.

r.AllowTexture2DArrayCreation

Enable UTexture2DArray assets

r.AlsoUseSphereForFrustumCull

Performance tweak. If > 0, then use a sphere cull before and in addition to a box for frustum culling.

r.AmbientOcclusion.AsyncComputeBudget

Defines which level of EAsyncComputeBudget to use for balancing AsyncCompute work against Gfx work. Only matters if the compute version of SSAO is active (requires CS support, enabled by cvar, single pass, no normals) This is a low level developer tweak to get best performance on hardware that supports AsyncCompute. 0: least AsyncCompute 1: .. (default) 2: .. 3: .. 4: most AsyncCompute

r.AmbientOcclusion.Compute

If SSAO should use ComputeShader (not available on all platforms) or PixelShader. The [Async] Compute Shader version is WIP, not optimized, requires hardware support (not mobile/DX10/OpenGL3), does not use normals which allows it to run right after EarlyZPass (better performance when used with AyncCompute) AyncCompute is currently only functional on PS4. 0: PixelShader (default) 1: (WIP) Use ComputeShader if possible, otherwise fall back to '0' 2: (WIP) Use AsyncCompute if efficient, otherwise fall back to '1' 3: (WIP) Use AsyncCompute if possible, otherwise fall back to '1'

r.AmbientOcclusion.Compute.Smooth

Whether to smooth SSAO output when TAA is disabled

r.AmbientOcclusion.Denoiser

Choose the denoising algorithm. 0: Disabled; 1: Forces the default denoiser of the renderer; 2: GScreenSpaceDenoiser witch may be overriden by a third party plugin (default).

r.AmbientOcclusion.Denoiser.HistoryConvolution.KernelSpreadFactor

Multiplication factor applied on the kernel sample offset (default = 7).

r.AmbientOcclusion.Denoiser.HistoryConvolution.SampleCount

Number of samples to use for history post filter (default = 16).

r.AmbientOcclusion.Denoiser.KernelSpreadFactor

Spread factor of the preconvolution passes.

r.AmbientOcclusion.Denoiser.PreConvolution

Number of pre-convolution passes (default = 1).

r.AmbientOcclusion.Denoiser.ReconstructionSamples

Maximum number of samples for the reconstruction pass (default = 16).

r.AmbientOcclusion.Denoiser.TemporalAccumulation

Accumulates the samples over multiple frames.

r.AmbientOcclusion.DepthBoundsTest

Whether to use depth bounds test to cull distant pixels during AO pass. This option is only valid when pixel shader path is used (r.AmbientOcclusion.Compute=0), without upsampling.

r.AmbientOcclusion.FadeRadiusScale

Allows to scale the ambient occlusion fade radius (SSAO). 0.01:smallest .. 1.0:normal (default), <1:smaller, >1:larger

r.AmbientOcclusion.Method

Select between SSAO methods 0: SSAO (default) 1: GTAO

r.AmbientOcclusionLevels

Defines how many mip levels are using during the ambient occlusion calculation. This is useful when tweaking the algorithm. <0: decide based on the quality setting in the postprocess settings/volume and r.AmbientOcclusionMaxQuality (default) 0: none (disable AmbientOcclusion) 1: one 2: two (costs extra performance, soft addition) 3: three (larger radius cost less but can flicker)

r.AmbientOcclusionMaxQuality

Defines the max clamping value from the post process volume's quality level for ScreenSpace Ambient Occlusion 100: don't override quality level from the post process volume (default) 0..99: clamp down quality level from the post process volume to the maximum set by this cvar -100..0: Enforces a different quality (the absolute value) even if the postprocessvolume asks for a lower quality.

r.AmbientOcclusionMipLevelFactor

Controls mipmap level according to the SSAO step id 0: always look into the HZB mipmap level 0 (memory cache trashing) 0.5: sample count depends on post process settings (default) 1: Go into higher mipmap level (quality loss)

r.AmbientOcclusionRadiusScale

Allows to scale the ambient occlusion radius (SSAO). 0:off, 1.0:normal, <1:smaller, >1:larger

r.AmbientOcclusionStaticFraction

Allows to override the Ambient Occlusion Static Fraction (see post process volume). Fractions are between 0 and 1. <0: use default setting (default -1) 0: no effect on static lighting, 0 is free meaning no extra rendering pass 1: AO affects the stat lighting

r.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)

Generated by: Unreal Engine 5 console command 'Help' Version: 0.95 Last Update: 2022.07.19-00.15.03

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