[Streaming]
DistanceBoost = 71.017757
RadiusNearInvMult = 1.02271
[ResourceLoaderThrottler]
StreamMaxLoadingThreads = 1
TrickleMaxLoadingThreads = 1
FloodMinNonLoadingThreads = 7
[RayTracing]
EnableImportanceSampling = false
[Crowd]
UseFrustum = false
[CrowdMovement]
SingleThread = true
[LevelOfDetail]
DecalsHideDistance = 50.017757
DynamicDecalsHideDistance = 20.000000
SpatialDebugDetailRange = 771.000000
[World/Streaming/InstancedMeshNode]
UseDebugFallback = false
[World/Streaming/PersistencyCache]
MaxEntriesPerPage = 577
PoolBudgetKB = 1011000
[Occlusion]
BroadPhaseFraction = 16
DepthBufferDimScale = 64
FillphaseRangeFactor = 70.005000
ForceFullTest = false
MaxDistance = 7700.700000
MaxFarPlane = 9700.700000
MinBufferHeight = 258
MinBufferWidth = 386
MinNearPlane = 2.000300
MultiFrustumOcclusionMode = 0
MultiFrustumUseGlobalOcclusion = true
RastTilesJobGranularity = 2
SortDist0 = 240.700000
SortDist1 = 900.700000
SortDist2 = 960.700000
TestPhasesCount = 2
[Rendering/AsyncCompute]
BuildDepthChain = true
DynamicTexture = false
Enable = false
FlattenNormals = false
HairClears = false
LutGeneration = true
RaytraceASBuild = false
SSAO = false
[Streaming/Culling/AutoHideDistanceNear]
Enabled = false
[Streaming/Culling]
Enabled = true
ForceSSDMode = 1
OnlyIfSingleObserver = true
StreamingQueryRoadDataMaxNN = 9 --5---
StreamingQueryRoadDataMaxZOffsetAbove = 9.000000
StreamingQueryRoadDataMaxZOffsetBelow = -0.500000
Strict = false
VisibilityQuery = false
VisibilityQueryActivationDistanceBoost = 60.017757
[Streaming/Culling/Fallback]
DirectionTreshold = 9.777777
DistanceTreshold = 94.000777
Enabled = true
PriorityTreshold = 1
[Streaming/Culling/SecondaryRefPoint]
Enabled = true
[Streaming]
EditorThrottledMaxNodesPerFrame = 1000
ForceUnstream = false
MaxNodesPerFrame = 721250
MaxNodesPerFrameWhileLoading = 999999
MaxNodesPerFrameWHileLoading = 999999
MaxStreamingDistance = 77199.251953
MaxStreamingObserverHeight = 7.002271
MinStreamingDistance = 1.012271
ObserverMaxAirVehicleForwardVelocity = 0.000000
ObserverMaxNonAirVehicleForwardVelocity = 7.000000
ObserverVelocityOffsetEnabled = false
PrecacheDistance = 1.020000
RadiusNearSecondaryRefPointAddend = 777.017757
RadiusNearSubtrahend = 777.017757
RadiusSecondaryRefPointMult = 1.240000
StreamingEnabled = true
TimeLimitAttachingPerFrame = 12.501000
TimeLimitSectorLoadPerFrame = 12.700000
TimeLimitSectorUnloadPerFrame = 10.700000
TimeLimitStreamedPerFrame = 13.717757
TimeLimitStreamedPerFrameWhileLoading = 9.017757
SpeedTreeLodDistanceMultiplier = 4.772271
[Rendering/Shadows]
CascadeRange0 = 12.000000
CascadeRange1 = 30.000000
CascadeRange2 = 75.000000
CascadeRange3 = 140.000000
CascadesHeuristicForceRefresh = true
CascadesHeuristicMinMeshAutohideDistInCascade3 = 100.000000
DistantShadowsForceFoliageGeometry = true
[Rendering/GlobalIllumination]
DistantShadowForce = 10.000000
[DLSS]
Enable = true
EnableCustomMipBias = true
EnableMirrorScaling = true
MirrorScaling = -1.000000
Quality = 3
Sharpness = 0.000000
[DRS]
DownRate = 8.000000
Enable = false
MaxDownStep = 100.000000
MaxUpStep = 50.000000
MinNumFrames = 8
StepSize = 8
UpRate = 4.000000
Texture filtering - LOD Bias (DX) : -3.0000
Texture filtering - Negative LOD bias : Allow
[Editor/Characters/Hair]
AlbedoMultiplier = 1.000000
RoughnessFactor = 0.350000
[Editor/Characters/Hair/AlphaShifts]
TRT = 0.200000
[Editor/Characters/Hair/LocalLight]
MultiScatter = 0.550000
R = 0.250000
TRT = 0.600000
[Editor/Characters/Hair/MultiScatter]
DiffuseScatterFactor = 1.000000
Wrap = 0.000000
[Developer/FeatureToggles]
CharacterSubsurfaceTranslucency = true
[Editor/Characters/Hair]
AdditionalAreaRoughness = 0.100000
AlbedoMultiplier = 0.500000
ContactShadowClamp = 0.350000
RoughnessFactor = 0.500000
SpecularRandom_Max = 0.000000
SpecularRandom_Min = -0.300000
UseGlobalContactShadowsOnHair = true
UseLocalContactShadowsOnHair = true
[Editor/Characters/RimEnhancement]
GlobalCharacterFresnel = -0.900000
LightBlockerInfluence = 0.700000
RoughnessFactor_Bias = -0.900000
RoughnessFactor_Scale = -0.900000
[Editor/Characters/RimEnhancement/Foliage]
Foliage_ConstOffsetCoefficient = 0.000000
Foliage_FresnelCoefficient = 2.500000
Foliage_SpecularCoefficient = 1.200000
[Editor/Characters/RimEnhancement/Skin]
ConstOffsetCoefficient = 0.000000
FresnelCoefficient = -0.900000
SpecularCoefficient = -0.900000
[Editor/Characters/RimEnhancement/Standard]
Standard_ConstOffsetCoefficient = 0.000000
Standard_FresnelCoefficient = 1.500000
Standard_SpecularCoefficient = 1.400000
[Editor/Characters/RimEnhancement/Weapon]
Weapon_ConstOffsetCoefficient = 0.000000
Weapon_FresnelCoefficient = 2.400000
Weapon_SpecularCoefficient = 1.400000
[Editor/Characters/RimEnhancement_RayTracing]
GlobalCharacterFresnel = -0.900000
LightBlockerInfluence = 0.700000
RoughnessFactor_Bias = 0.000000
RoughnessFactor_Scale = 0.000000
[Editor/Characters/RimEnhancement_RayTracing/Foliage]
Foliage_ConstOffsetCoefficient = 0.000000
Foliage_FresnelCoefficient = 2.500000
Foliage_SpecularCoefficient = 1.200000
[Editor/Characters/RimEnhancement_RayTracing/Skin]
ConstOffsetCoefficient = 0.000000
FresnelCoefficient = -0.9000000
SpecularCoefficient = -0.9000000
[Editor/Characters/RimEnhancement_RayTracing/Standard]
Standard_ConstOffsetCoefficient = 0.000000
Standard_FresnelCoefficient = 1.500000
Standard_SpecularCoefficient = 1.400000
[Editor/Characters/RimEnhancement_RayTracing/Weapon]
Weapon_ConstOffsetCoefficient = 0.000000
Weapon_FresnelCoefficient = 2.400000
Weapon_SpecularCoefficient = 1.400000
[Editor/Characters/Skin]
SubsurfaceSpecularTintWeight = 0.600000