J'ai encore fait une petite optimisation, certaines textures seront + nettes et le jeu sera + fluide avec ces lignes:
[SystemSettings]
StaticDecals=True
DynamicDecals=True
UnbatchedDecals=True
DecalCullDistanceScale=1.000000
DynamicLights=True
DynamicShadows=True
LightEnvironmentShadows=True
CompositeDynamicLights=False
DirectionalLightmaps=True
MotionBlur=True
DisableHWShadowMaps=False
DepthOfField=True
AmbientOcclusion=True
Bloom=True
UseHighQualityBloom=True
Distortion=True
DropParticleDistortion=False
SpeedTreeLeaves=True
SpeedTreeFronds=True
OnlyStreamInTextures=False
LensFlares=True
FogVolumes=True
FloatingPointRenderTargets=True
OneFrameThreadLag=True
UseVsync=False
UpscaleScreenPercentage=True
Fullscreen=True
AllowD3D10=False
SkeletalMeshLODBias=-1
ParticleLODBias=-1
DetailMode=2
ShadowFilterQualityBias=0
MaxAnisotropy=16
MaxMultisamples=1
MinShadowResolution=32
MaxShadowResolution=2048
ShadowFadeResolution=128
ShadowFadeExponent=2.200000
ResX=1280
ResY=1024
ScreenPercentage=100.000000
SceneCaptureStreamingMultiplier=1.000000
FoliageDrawRadiusMultiplier=1.000000
ShadowTexelsPerPixel=2
bEnableVSMShadows=False
bEnableBranchingPCFShadows=True
bAllowBetterModulatedShadows=True
bEnableForegroundShadowsOnWorld=True
bEnableForegroundSelfShadowing=False
ShadowFilterRadius=2.000000
ShadowDepthBias=0.039
bAllowFracturedDamage=True
NumFracturedPartsScale=0.000000
FractureDirectSpawnChanceScale=1.000000
FractureRadialSpawnChanceScale=1.000000
FractureCullDistanceScale=1.000000
bForceCPUAccessToGPUSkinVerts=false
bDisableSkeletalInstanceWeights=false
bEnablePSSMShadows=True
bNVIDIA3d=False
FlareOuts=True
TextureQuality=0
PopulationAdjustment=0
TEXTUREGROUP_World=(MinLODSize=1,MaxLODSize=4096,L
ODBias=0)
TEXTUREGROUP_WorldNormalMap=(MinLODSize=1,MaxLODSi
ze=4096,LODBias=0)
TEXTUREGROUP_WorldSpecular=(MinLODSize=1,MaxLODSiz
e=4096,LODBias=0)
TEXTUREGROUP_Character=(MinLODSize=1,MaxLODSize=40
96,LODBias=0)
TEXTUREGROUP_CharacterNormalMap=(MinLODSize=1,MaxL
ODSize=4096,LODBias=0)
TEXTUREGROUP_CharacterSpecular=(MinLODSize=1,MaxLO
DSize=4096,LODBias=0)
TEXTUREGROUP_Weapon=(MinLODSize=1,MaxLODSize=4096,
LODBias=-1)
TEXTUREGROUP_WeaponNormalMap=(MinLODSize=1,MaxLODS
ize=4096,LODBias=-1)
TEXTUREGROUP_WeaponSpecular=(MinLODSize=1,MaxLODSi
ze=4096,LODBias=0)
TEXTUREGROUP_Vehicle=(MinLODSize=1,MaxLODSize=4096
,LODBias=-1)
TEXTUREGROUP_VehicleNormalMap=(MinLODSize=1,MaxLOD
Size=4096,LODBias=0)
TEXTUREGROUP_VehicleSpecular=(MinLODSize=1,MaxLODS
ize=4096,LODBias=0)
TEXTUREGROUP_Cinematic=(MinLODSize=1,MaxLODSize=40
96,LODBias=0)
TEXTUREGROUP_Effects=(MinLODSize=1,MaxLODSize=4096
,LODBias=-1)
TEXTUREGROUP_EffectsNotFiltered=(MinLODSize=1,MaxL
ODSize=4096,LODBias=0)
TEXTUREGROUP_Skybox=(MinLODSize=1,MaxLODSize=4096,
LODBias=-1)
TEXTUREGROUP_UI=(MinLODSize=1,MaxLODSize=4096,LODB
ias=0)
TEXTUREGROUP_LightAndShadowMap=(MinLODSize=1,MaxLO
DSize=4096,LODBias=-1)
TEXTUREGROUP_RenderTarget=(MinLODSize=1,MaxLODSize
=4096,LODBias=0)