#
Graphics
#
Set how many pixels to render
added by @pixelyloaf
{
"DFIntDebugDynamicRenderKiloPixels": "1"
}
#
Disable Highlights
added by @pixelyloaf
{
"DFFlagRenderHighlightMangerPrepare": "True"
}
#
Enable DRS
added by @pixelyloaf
{
"FFlagRenderDynamicResolutionScale12": "True"
}
#
Move Pre-Render Phase [~25 Performance Boost]
added by @pixelyloaf
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 input lag & crashes
{
"FFLagMovePrerender": "True"
}
#
Increased Grass Motion & No Grass Motion
added by @pixelyloaf
{
"FIntGrassMovementReducedMotionFactor": "999"
}
added by @pixelyloaf
{
"FIntGrassMovementReducedMotionFactor": "0"
}
#
Enable Highlight Outlines on any Rendering API
added by @pixelyloaf
{
"FFlagHighlightOutlinesOnMobile": "True"
}
#
No Bloom/Clouds
added by @pixelyloaf
{
"FFlagRenderNoLowFrmBloom": "False"
}
#
Render Occlusion Culling
added by @pixelyloaf
{
"DFFlagUseVisBugCheks": "True",
"FFlagEnableVisBugChecks27": "True",
"FFlagVisBugChecksThreadYield": "True",
"FIntEnableVisBugChecksHundredthPercent27": "100"
}
#
Increased Particles on low graphics
added by @pixelyloaf
{
"FFlagDebugDeterministicParticles": "True"
}
#
Makes stuff slightly brighter
added by @pixelyloaf
{
"FFlagRenderFixFog": "True"
}
#
HyperThreading
added by @pixelyloaf
{
"FFlagDebugCheckRenderThreading": "True",
"FFlagRenderDebugCheckThreading2": True
}
#
Maximum Threads
added by @pixelyloaf
{
"FIntRuntimeMaxNumOfThreads": "2400"
}
#
Minimum Threads
added by @pixelyloaf
{
"FIntTaskSchedularThreadMin": "3"
}
#
Smoother Terrain
added by @pixelyloaf
{
"FFlagDebugRenderingSetDeterministic": "True"
}
#
Force Graphics Quality Level
added by @pixelyloaf
{
"FIntRomarkStartWithGraphicsQualityLevel": "1"
}
#
Disable Player Shadows
added by @pixelyloaf
{
"FIntRenderShadowIntensity": "0"
}
#
Preserve rendering quality with display setting
added by @pixelyloaf
{
"DFFlagDisableDPIScale": "True"
}
#
Low Graphics Quality w/ Max Render Distance/FRM Quality Levels
added by @pixelyloaf
Tip
1-6 Are low graphics, Above 6 are high graphics. Like the 1-21 graphics slider
{
"DFIntDebugFRMQualityLevelOverride": "1"
}
#
FRM 21 Graphics Quality Slider
added by @pixelyloaf
{
"FFlagCommitToGraphicsQualityFix": "True",
"FFlagFixGraphicsQuality": "True"
}
#
Low render distance
added by @pixelyloaf
{
"DFIntDebugRestrictGCDistance": "1"
}
#
Limit light updates
added by @pixelyloaf
{
"FIntRenderLocalLightUpdateMax": "8",
"FIntRenderLocalLightUpdatesMin": "6"
}
#
Disables fade in and out animation every light update
added by @pixelyloaf
{
"FIntRenderLocalLightFadeInMs": "0"
}
#
Make avatars shiny
added by @pixelyloaf
Tip
Everything goes black on below <3
Note
DFIntDebugFRMQualityLevelOverride os tjere to set your graphics to 3 bars
Tip
You can change it to anything above 3
{
"DFIntRenderClampRoughnessMax": "-640000000",
"DFIntDebugFRMQualityLevelOverridge": "6"
}
#
Disable PostFX
added by @pixelyloaf
{
"FFlagDisablePostFx": "True"
}
#
Pause Voxelizer/Disable Baked Shadows
added by @pixelyloaf
{
"DFFlagDebugPauseVoxelizer": "True"
}
#
Grey sky
added by @pixelyloaf
Important
Only applies to games with the default skybox
{
"FFlagDebugSkyGray": "True"
}
#
Force LOD on Meshes
added by @pixelyloaf
{
"DFIntCSGLevelOfDetailSwitchingDistance": "0",
"DFIntCSGLevelOfDetailSwitchingDistanceL12": "0",
"DFIntCSGLevelOfDetailSwitchingDistanceL23": "0",
"DFIntCSGLevelOfDetailSwitchingDistanceL34": "0"
}
#
Lighting Attenuation
added by @pixelyloaf
{
"FFlagNewLightAttenuation": "True"
}
#
Enable GPULightCulling
added by @pixelyloaf
Tip
Combine with LightingAttenuation for better vision
{
"FFlagFastGPULightCulling3": "True"
}
#
Enable CPULightCulling
added by @pixelyloaf
{
"FFlagDebugForceFSMCPULightCulling": "True"
}
#
Frame buffer
added by @pixelyloaf
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
{
"FIntTerrainArraySliceSize": "4"
}
#
Low Quality Terrain Textures
added by @pixelyloaf
Tip
4 for less quality 16, 32, 64 for higher quality
{
"FIntTerrainArraySliceSize": "4"
}
#
Force Texture Quality
added by @pixelyloaf
Tip
Set any value from 0-3
{
"DFFlagTextureQualityOverrideEnabled": "True",
"DFIntTextureQualityOverride": "3"
}
#
Lower Quality Textures
added by @pixelyloaf
{
"DFIntPerformanceControlTextureQualityBestUtility": "-1"
}
#
No avatar textures
added by @pixelyloaf
{
"DFIntTextureCompositorActiveJobs": "0"
}
#
Texture Manager
added by @pixelyloaf
Tip
1-4 Blurry, 5-7 low quality also removes studs, 8 Removes almost everything
{
"FIntDebugTextureManagerSkipMips": "8"
}
#
Remove Grass
added by @pixelyloaf
{
"FIntFRMMinGrassDistance": "0",
"FIntFRMMaxGrassDistance": "0",
"FIntRenderGrassDetailStrands": "0",
}
#
Force MSAA
added by @pixelyloaf
Important
Values: 0, 1, 2, 4, 8
Caution
Values over 4> will cause viewport bugs
{
"FIntDebugForcMSAASamples": "4"
}
#
ShadowMap Bias
added by @pixelyloaf
Important
Future & ShadowMap only
{
"FIntRenderShadowmapBias": "75"
}
#
Limits number of animations being played
added by @pixelyloaf
Tip
0 removes most player animations, 1-5 removes the walk animation after jumping
{
"DFIntMaxActiveAnimationTracks": "0"
}