#Graphical Settings

#Set how many pixels to render

{ "DFIntDebugDynamicRenderKiloPixels": "1" }

#Disable Highlights

{ "DFFlagRenderHighlightManagerPrepare": "True" }

#Enable DRS

{ "FFlagRenderDynamicResolutionScale12": "True" }

#Move Pre-Render Phase [~25% Performance Boost] Please read the explanation below before applying

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{ "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" }

#Preserve rendering quality with display setting

{ "DFFlagDisableDPIScale": "True" }

#FRM Quality Levels

{ "DFIntDebugFRMQualityLevelOverride": "1" }

#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

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

#Disable PostFX

{ "FFlagDisablePostFx": "True" }

#Pause Voxelizer/Disable Baked Shadows

{ "DFFlagDebugPauseVoxelizer": "True" }

#Gray Sky

{ "FFlagDebugSkyGray": "True" }

#White Sky

@kezcn

{ "FFlagDebugSkyGray": "True", "FFlagSkyUseRGBEEncoding": "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": "8" }

#Remove Grass

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

#Force MSAA

{ "FIntDebugForceMSAASamples": "4" }

#ShadowMap Bias

{ "FIntRenderShadowmapBias": "75" }

#Limits number of animations being played

{ "DFIntMaxActiveAnimationTracks": "0" }