Rendering Commands
Overview

Scalability Settings
The Scalability settings allow you to adjust the quality of various features in order to maintain the best performance for your game on different platforms and hardware. (find the default settings in "BaseScalability.ini")


Anti-Aliasing Method:
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) 5: Subpixel Morphological Anti-Aliasing (SMAA)
If you disable Virtual Shadows and Ray Traced Shadows, the engine falls back to Cascade Shadow Maps.
View Mode and Buffer Visualization
“Lit” is the default view mode. If you don’t need to use any other mode, press “Lit” to return to the default view.
For the buffer mode, press “Disable” to stop showing any buffer visualizations.

Post Processing
Some of these options adjust the quality of many different types of effects in accordance with the settings found in the BaseScalability.ini file located in [InstallPath]/Engine/Config folder. From Low to Cinematic Settings.

Visualize Common

Force LOD (not Nanite)

Textures

Effects
Some of these options adjust the quality of many different types of effects in accordance with the settings found in the BaseScalability.ini file located in [InstallPath]/Engine/Config folder. From Low to Cinematic Settings.

Atmosphere Fog

Nanite
Press “Disable” to stop showing any visualizations.
Epic documentation:

Lumen
Press “Disable” to stop showing any visualizations.
Epic documentation:

Temporal Super Resolution (TSR)
Press “Disable” to stop showing any visualizations.
Epic documentation:

Virtual Shadow Map (VSM)
Press “Disable” to stop showing any visualizations.
Epic documentation:

MegaLights
Epic documentation:

If you enable "Directional Lights", you'll need to set "Forward Light Buffer Mode">1
Local Exposure Visualize
Press “Disable” to stop showing any visualizations.

Path Tracing
Epic documentation:

The Fallback Mesh is used for Nanite-enabled meshes by default. Lower the Fallback Relative Error parameter in the Static Mesh Editor to use more of the source mesh's triangles. (Experimental) Initial support for native path tracing of Nanite meshes is enabled when setting the console variable r.RayTracing.Nanite.Mode 1. This preserves all detail while using significantly less GPU memory than zero-error fallback meshes.

FPS & V-Sync

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