#
Graphical Settings
#
Disable Highlights
{
"FFlagRenderDynamicResolutionScale9": "True"
}
#
Enable DRS
{
"DFFlagRenderHighlightManagerPrepare": "True"
}
#
Move Pre-Render Phase [~25% Performance Boost]
Important
This FastFlag moves the Pre-Render task to an off thread after all other tasks are completed. By default, Pre-Render runs first, forcing the render thread to wait until the Pre-Render process finishes before it can start rendering a frame.
Note
With this FastFlag enabled, Pre-Renderer is executed while the main thread is processing the previous frame. This adjustment allows the main thread to proceed without waiting for Pre-Renderer, leading to increased framerates at the expense of some frame latency.
Tip
This flag is most effective in CPU-bound scenarios.
Caution
Enabling this FastFlag may lead to compatibility issues with certain games. (It works fine dw)
{
"FFlagMovePrerender": "True"
}
#
Increased Grass Motion & No Grass Motion
{
"FIntGrassMovementReducedMotionFactor": "999"
}
{
"FIntGrassMovementReducedMotionFactor": "0"
}
#
Enable Highlight Outlines on any Rendering API
{
"FFlagHighlightOutlinesOnMobile": "True"
}
#
No Bloom/Clouds
@burgerboxer
{
"FFlagRenderNoLowFrmBloom": "False"
}
#
Render Occlusion Culling
{
"DFFlagUseVisBugChecks": "True",
"FFlagEnableVisBugChecks27": "True",
"FFlagVisBugChecksThreadYield": "True",
"FIntEnableVisBugChecksHundredthPercent27": "100"
}
#
Increased Particles on low graphics
@teeenoob
{
"FFlagDebugDeterministicParticles" : "True"
}
#
Makes stuff slightly brighter
{
"FFlagRenderFixFog": "True"
}
#
HyperThreading
{
"FFlagDebugCheckRenderThreading": "True",
"FFlagRenderDebugCheckThreading2": "True"
}
#
Maximum Threads
{
"FIntRuntimeMaxNumOfThreads": "2400"
}
#
Minimum Threads
{
"FIntTaskSchedulerThreadMin": "3"
}
#
Smoother Terrain
{
"FFlagDebugRenderingSetDeterministic": "True"
}
#
Force Graphics Quality Level
{
"FIntRomarkStartWithGraphicQualityLevel": "1"
}
#
Disable Player Shadows
{
"FIntRenderShadowIntensity": "0"
}
#
Disable Shadows
{
"DFIntCullFactorPixelThresholdShadowMapHighQuality": "2147483647",
"DFIntCullFactorPixelThresholdShadowMapLowQuality": "2147483647"
}
#
Preserve rendering quality with display setting
{
"DFFlagDisableDPIScale": "True"
}
#
Low Graphics Quality w/ Max Render Distance/FRM Quality Levels
Tip
1-6 Are low graphics, Above 6 are high graphics. Like the 1-21 graphics slider
{
"DFIntDebugFRMQualityLevelOverride": "1"
}
#
FRM 21 Graphics Quality Slider
{
"FFlagCommitToGraphicsQualityFix": "True",
"FFlagFixGraphicsQuality": "True"
}
#
Low Render Distance
{
"DFIntDebugRestrictGCDistance": "1"
}
#
Limits light updates
{
"FIntRenderLocalLightUpdatesMax": "8",
"FIntRenderLocalLightUpdatesMin": "6"
}
#
Disables fade in and fade out animation every light update
{
"FIntRenderLocalLightFadeInMs": "0"
}
#
Makes avatars shiny
Tip
Everything goes black on below <3
Note
DFIntDebugFRMQualityLevelOverride is there to set your graphics to 3 bars
Tip
You can change it to anything above 3
{
"DFIntRenderClampRoughnessMax": "-640000000",
"DFIntDebugFRMQualityLevelOverride": "6"
}
#
Disable PostFX
{
"FFlagDisablePostFx": "True"
}
#
Pause Voxelizer/Disable Baked Shadows
{
"DFFlagDebugPauseVoxelizer": "True"
}
#
Gray Sky
Important
Only applies to games with the default skybox
{
"FFlagDebugSkyGray": "True"
}
#
Force LOD on Meshes
{
"DFIntCSGLevelOfDetailSwitchingDistance": "0",
"DFIntCSGLevelOfDetailSwitchingDistanceL12": "0",
"DFIntCSGLevelOfDetailSwitchingDistanceL23": "0",
"DFIntCSGLevelOfDetailSwitchingDistanceL34": "0"
}
#
Lighting Attenuation
{
"FFlagNewLightAttenuation": "True"
}
#
Enable GPULightCulling
Tip
Combine with Lighting Attenuation for better vision
{
"FFlagFastGPULightCulling3": "True"
}
#
Enable CPULightCulling
{
"FFlagDebugForceFSMCPULightCulling": "True"
}
#
Frame Buffer
Tip
0 makes white screen 1-3 makes other players have laggy movement, 4 is stable has better performance than 10 and less input lag
{
"DFIntMaxFrameBufferSize": "4"
}
#
Low Quallity Terrain Textures
Tip
4 for less quality 16, 32, 64 for higher quality
{
"FIntTerrainArraySliceSize": "4"
}
#
Force Texture Quality
Tip
Set any value from 0-3
{
"DFFlagTextureQualityOverrideEnabled": "True",
"DFIntTextureQualityOverride": "3"
}
#
Lower Quality Textures
{
"DFIntPerformanceControlTextureQualityBestUtility": "-1"
}
#
No avatar textures
{
"DFIntTextureCompositorActiveJobs": "0"
}
#
Texture Manager
Tip
1-4 Blurry, 5-7 low quality also removes studs, 8 Removes almost everything
{
"FIntDebugTextureManagerSkipMips": "-1"
}
#
Remove Grass
{
"FIntFRMMinGrassDistance": "0",
"FIntFRMMaxGrassDistance": "0",
"FIntRenderGrassDetailStrands": "0",
}
#
Force MSAA
Important
Values: 0, 1, 2, 4, 8
Caution
Values over 4> will cause viewport bugs
{
"FIntDebugForceMSAASamples": "4"
}
#
ShadowMap Bias
Important
Future & ShadowMap only
{
"FIntRenderShadowmapBias": "75"
}
#
Limits number of animations being played
Tip
0 removes most player animations, 1-5 removes the walk animation after jumping
{
"DFIntMaxActiveAnimationTracks": "0"
}
#
Vertex Smoothing Group Tolerance
Note
placebo? not tested by me
{
"FIntVertexSmoothingGroupTolerance": "500"
}
#
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Note
placebo? not tested by me
{
"FFlagRenderInitShadowmaps": "true"
}