Graphical Settings

Set how many pixels to render

{
    "DFIntDebugDynamicRenderKiloPixels": "1"
}

Disable Highlights

{
    "DFFlagRenderHighlightManagerPrepare4": "True"
}

Enable DRS

{
    "FFlagRenderDynamicResolutionScale12": "True"
}

Move Pre-Render Phase

~25% Performance Boost Please read the explanation below before applying

{
    "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

{
    "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"
}

Average Frame Delay

{
    "DFIntMaxAverageFrameDelayExceedFactor": "3"
}

Average Frame Delay + Frame Buffer

{
    "DFIntMaxFrameBufferSize": "1",
    "FIntInterpolationAwareTargetTimeLerpHundredth": "100",
    "DFIntMaxAverageFrameDelayExceedFactor": "0"
}

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"
}