# Graphical Settings

# Disable Highlights

{
    "FFlagRenderDynamicResolutionScale9": "True"
}

# Enable DRS

{
    "DFFlagRenderHighlightManagerPrepare": "True"
}

# Move Pre-Render Phase [~25% Performance Boost]

{
    "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

@CloneTrooper1019

{
    "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

{
    "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

{
    "DFIntRenderClampRoughnessMax": "-640000000",
    "DFIntDebugFRMQualityLevelOverride": "6"
}

# Disable PostFX

{
    "FFlagDisablePostFx": "True"
}

# Pause Voxelizer/Disable Baked Shadows

{
    "DFFlagDebugPauseVoxelizer": "True"
}

# Gray Sky

{
    "FFlagDebugSkyGray": "True"
}

# Force LOD on Meshes

{
    "DFIntCSGLevelOfDetailSwitchingDistance": "0",
    "DFIntCSGLevelOfDetailSwitchingDistanceL12": "0",
    "DFIntCSGLevelOfDetailSwitchingDistanceL23": "0",
    "DFIntCSGLevelOfDetailSwitchingDistanceL34": "0"
}

# Lighting Attenuation

{
    "FFlagNewLightAttenuation": "True"
}

# Enable GPULightCulling

{
    "FFlagFastGPULightCulling3": "True"
}

# Enable CPULightCulling

{
    "FFlagDebugForceFSMCPULightCulling": "True"
}

# Frame Buffer

{
    "DFIntMaxFrameBufferSize": "4"
}

# Low Quallity Terrain Textures

{
    "FIntTerrainArraySliceSize": "4"
}

# Force Texture Quality

{
    "DFFlagTextureQualityOverrideEnabled": "True",
    "DFIntTextureQualityOverride": "3"
}

# Lower Quality Textures

{
    "DFIntPerformanceControlTextureQualityBestUtility": "-1"
}

# No avatar textures

{
    "DFIntTextureCompositorActiveJobs": "0"
}

# Texture Manager

{
    "FIntDebugTextureManagerSkipMips": "-1"
}

# Remove Grass

{
    "FIntFRMMinGrassDistance": "0",
    "FIntFRMMaxGrassDistance": "0",
    "FIntRenderGrassDetailStrands": "0",
}

# Force MSAA

{
    "FIntDebugForceMSAASamples": "4"
}

# ShadowMap Bias

{
    "FIntRenderShadowmapBias": "75"
}

# Limits number of animations being played

{
    "DFIntMaxActiveAnimationTracks": "0"
}

# Vertex Smoothing Group Tolerance

{
    "FIntVertexSmoothingGroupTolerance": "500"
}

# zzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzz

{
    "FFlagRenderInitShadowmaps": "true"
}