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kazuhikoaze

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kazuhikoaze

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21 comments

  1. wina02
    wina02
    • member
    • 1 kudos
    Another fake engine.ini tweaks, most of theses commands is only available for UE4 or is already enabled, if u dump the CVARs you will see.
    1. deleted241778474
      deleted241778474
      • account closed
      • 0 kudos
      so which one is good?
  2. czikibangpl
    czikibangpl
    • member
    • 0 kudos
    There is no fix for stutters. Especially or Traversal Stutters. 
    All those crappy mods are just smoke and mirrors, it's crazy how dumb gamers are and are falling into those.
    Too bad the game is not running on newer UE5. 
    1. killuminati777
      killuminati777
      • member
      • 3 kudos
      I barely have any stutters with my RX 6700 XT. Once the shaders are all compiled it's pretty smooth for me. Plus i have some engine.ini edits going on but none of them are related to performance and i have perfect graphic settings in the menu for my GPU. It barely stutters for me somehow. Only very slight occasional micro stutters in some places. The rest is smooth.

      PS: One specific registry mod on here did seem to have helped with the stutters. What doesn't work for you, doesnt automatically mean that it won't work for others. We all have individual gaming rigs / setups and different drivers installed. For instance i still use the 23.4.3 AMD graphics driver which is fairly old. Newer doesn't always mean better. The sooner y'all learn that, the better for you lol
    2. denny25
      denny25
      • member
      • 0 kudos
      i have rx6700xt with the 13400f but i have so much stutters i use frame gen and afmf with the custom engine which mods do u use and do u use frame gen and afmf help me pls
  3. ppdark1234
    ppdark1234
    • member
    • 0 kudos
    I got this weird white dot during the hotel sections, Is there any parameters that I could disable to make it go away?
  4. emoose
    emoose
    • premium
    • 298 kudos
    Could try adding r.Nanite=0 to the INI as well, for me that gives +5-10FPS with almost no noticeable quality change (they setup some console INIs to use that value too, so shouldn't really break any effects)
    1. Varluz
      Varluz
      • supporter
      • 8 kudos
      should I add it to [System Settings] or something else?
    2. kazuhikoaze
      kazuhikoaze
      • member
      • 0 kudos
      yup just put r.Nanite=0 to [System Settings] in line as it is for basic settings, thx emoose for the advice btw!

      Might as well upload version that disable it
    3. ACVIPERpro
      ACVIPERpro
      • supporter
      • 9 kudos
      This game requires nanite, without it some textures wont show up
    4. emoose
      emoose
      • premium
      • 298 kudos
      Ran around the town changing r.Nanite with dev console and didn't really notice any differences, just ground mesh there.
      Once I got to the prison did notice that it affected some of the wall decals though, removing some detail from them, too bad.

      I guess it's up to player, if they really need extra 5-10FPS maybe it could be worth losing some detail.
  5. Zebraass
    Zebraass
    • member
    • 0 kudos
    how can I revert this?
    1. Delta616
      Delta616
      • supporter
      • 10 kudos
      Delete the modified Engine.ini file it will generate a new one when you launch the game. 
    2. Styphoryte
      Styphoryte
      • member
      • 3 kudos
      You can just delete the Engine.ini from "%localappdata%\SilentHill2\Saved\Config\Windows" and it will regenerate a new one when you re-launch the game. Then whenever u apply new tweaks to Engine.ini you can simply copy and paste it and then rename it to "Engine.ini.bak" so this way you'll have a backup next time so you can easily delete your Engine.ini and rename the "Engine.ini.bak" to "Engine.ini" and easily not worry about losing anything... I do this when testing new Engine.ini's out sometimes. The most basic things I would use Engine.ini for would be to disable Vigentte and Depth of field + a few other tweaks to help stuttering. I also enabled r.virtualshadowmaps but you can remove that line if you want. I think the shadows look much better and there's really no performance cost either. Here's my Engine.ini for reference:
      Spoiler:  
      Show
      [Core.System]
      Paths=../../../Engine/Content
      Paths=%GAMEDIR%Content
      Paths=../../../Engine/Plugins/2D/Paper2D/Content
      Paths=../../../Engine/Plugins/Animation/AnimationLocomotionLibrary/Content
      Paths=../../../Engine/Plugins/Animation/AnimationWarping/Content
      Paths=../../../Engine/Plugins/Animation/ControlRigSpline/Content
      Paths=../../../Engine/Plugins/Animation/ControlRig/Content
      Paths=../../../Engine/Plugins/Animation/IKRig/Content
      Paths=../../../Engine/Plugins/Bridge/Content
      Paths=../../../Engine/Plugins/Compositing/OpenColorIO/Content
      Paths=../../../Engine/Plugins/Developer/AnimationSharing/Content
      Paths=../../../Engine/Plugins/Developer/Concert/ConcertSync/ConcertSyncClient/Content
      Paths=../../../Engine/Plugins/Editor/BlueprintHeaderView/Content
      Paths=../../../Engine/Plugins/Editor/GeometryMode/Content
      Paths=../../../Engine/Plugins/Editor/ModelingToolsEditorMode/Content
      Paths=../../../Engine/Plugins/Editor/ObjectMixer/LightMixer/Content
      Paths=../../../Engine/Plugins/Editor/ObjectMixer/ObjectMixer/Content
      Paths=../../../Engine/Plugins/Editor/SpeedTreeImporter/Content
      Paths=../../../Engine/Plugins/Enterprise/DataprepEditor/Content
      Paths=../../../Engine/Plugins/Enterprise/DatasmithContent/Content
      Paths=../../../Engine/Plugins/Enterprise/GLTFExporter/Content
      Paths=../../../Engine/Plugins/Experimental/ChaosCaching/Content
      Paths=../../../Engine/Plugins/Experimental/ChaosClothEditor/Content
      Paths=../../../Engine/Plugins/Experimental/ChaosNiagara/Content
      Paths=../../../Engine/Plugins/Experimental/ChaosSolverPlugin/Content
      Paths=../../../Engine/Plugins/Experimental/CommonUI/Content
      Paths=../../../Engine/Plugins/Experimental/Dataflow/Content
      Paths=../../../Engine/Plugins/Experimental/FullBodyIK/Content
      Paths=../../../Engine/Plugins/Experimental/GeometryCollectionPlugin/Content
      Paths=../../../Engine/Plugins/Experimental/GeometryScripting/Content
      Paths=../../../Engine/Plugins/Experimental/Landmass/Content
      Paths=../../../Engine/Plugins/Experimental/MeshModelingToolsetExp/Content
      Paths=../../../Engine/Plugins/Experimental/PythonScriptPlugin/Content
      Paths=../../../Engine/Plugins/Experimental/UVEditor/Content
      Paths=../../../Engine/Plugins/Experimental/VirtualHeightfieldMesh/Content
      Paths=../../../Engine/Plugins/Experimental/Water/Content
      Paths=../../../Engine/Plugins/FX/NiagaraFluids/Content
      Paths=../../../Engine/Plugins/FX/Niagara/Content
      Paths=../../../Engine/Plugins/JsonBlueprintUtilities/Content
      Paths=../../../Engine/Plugins/Media/MediaCompositing/Content
      Paths=../../../Engine/Plugins/Media/MediaPlate/Content
      Paths=../../../Engine/Plugins/MovieScene/MovieRenderPipeline/Content
      Paths=../../../Engine/Plugins/MovieScene/SequencerScripting/Content
      Paths=../../../Engine/Plugins/Runtime/AudioSynesthesia/Content
      Paths=../../../Engine/Plugins/Runtime/AudioWidgets/Content
      Paths=../../../Engine/Plugins/Runtime/GeometryProcessing/Content
      Paths=../../../Engine/Plugins/Runtime/HDRIBackdrop/Content
      Paths=../../../Engine/Plugins/Runtime/HairStrands/Content
      Paths=../../../Engine/Plugins/Runtime/MeshModelingToolset/Content
      Paths=../../../Engine/Plugins/Runtime/Metasound/Content
      Paths=../../../Engine/Plugins/Runtime/ResonanceAudio/Content
      Paths=../../../Engine/Plugins/Runtime/Synthesis/Content
      Paths=../../../Engine/Plugins/Runtime/WaveTable/Content
      Paths=../../../Engine/Plugins/VirtualProduction/CameraCalibrationCore/Content
      Paths=../../../Engine/Plugins/VirtualProduction/LiveLinkCamera/Content
      Paths=../../../Engine/Plugins/VirtualProduction/LiveLinkLens/Content
      Paths=../../../Engine/Plugins/VirtualProduction/Takes/Content
      Paths=../../../SHProto/Plugins/BlooberCore/GameBase/Content
      Paths=../../../SHProto/Plugins/BlooberCore/InputRebinding/Content
      Paths=../../../SHProto/Plugins/BlooberCore/LevelStreaming/Content
      Paths=../../../SHProto/Plugins/BlooberCore/SimpleSpawnPoints/Content
      Paths=../../../SHProto/Plugins/BlooberCore/UCA/Content
      Paths=../../../SHProto/Plugins/BlooberWwise/Content
      Paths=../../../SHProto/Plugins/CharacterAnimationExtras/Content
      Paths=../../../SHProto/Plugins/CustomAnimNode/Content
      Paths=../../../SHProto/Plugins/Cutscenes/Content
      Paths=../../../SHProto/Plugins/DLSS/Content
      Paths=../../../SHProto/Plugins/Dialog/Content
      Paths=../../../SHProto/Plugins/EveryDai/Content
      Paths=../../../SHProto/Plugins/FSR3/Content
      Paths=../../../SHProto/Plugins/FSR/Content
      Paths=../../../SHProto/Plugins/FoliageStamps/Content
      Paths=../../../SHProto/Plugins/GeometryTools/Content
      Paths=../../../SHProto/Plugins/HoudiniNiagara/Content
      Paths=../../../SHProto/Plugins/LiveLinkViconDataStream/Content
      Paths=../../../SHProto/Plugins/Mai/Content
      Paths=../../../SHProto/Plugins/NinjaCharacter/Content
      Paths=../../../SHProto/Plugins/PSSR/Content
      Paths=../../../SHProto/Plugins/PivotTool/Content
      Paths=../../../SHProto/Plugins/PostprocessVolumeEx/Content
      Paths=../../../SHProto/Plugins/QAUtils/DebugCheckPoints/Content
      Paths=../../../SHProto/Plugins/Wwise/Content
      Paths=../../../SHProto/Plugins/XeSS/Content

      [SystemSettings]
      r.FastVRam.GBufferVelocity=1                        ; useful for movement effects.
      r.FastVRam.ShadowPerObject=0
      r.FastVRam.ShadowPointLight=1                       ; enables fast VRAM for point lights.
      r.FastVRam.SSR=1                                    ; enables fast VRAM for SSR.
      r.FastVRam.CustomDepth=1                            ; enables fast VRAM for custom depth channel.
      r.FastVRam.GBufferA=1                               ; enables fast VRAM for world normal
      r.FastVRam.GBufferC=1                               ; enables fast VRAM for difuse
      r.FastVRam.GBufferD=1                               ; enables fast VRAM for custom data
      r.FastVRam.GBufferF=1                               ; enables fast VRAM for anisotropy
      r.FastVRam.DistanceFieldShadows=0                   ; game doesn't use distance field shadows.
      r.FastVRam.DistanceFieldAODownsampledBentNormal=0   ; disable because there are no distance field shadows.
      r.FastVRam.DistanceFieldAOHistory=0                 ; disable because there are no distance field shadows.
      r.FastVRam.DistanceFieldAOScreenGridResources=0     ; disable because there are no distance field shadows.
      r.FastVRam.DistanceFieldNormal=0                    ; disable because there are no distance field shadows.
      r.FastVRam.DistanceFieldTileIntersectionResources=0 ; disable because there are no distance field shadows.
      r.Streaming.AmortizeCPUToGPUCopy=1                  ; distribuite and prolonge frame load on several frames.
      r.Streaming.NumStaticComponentsProcessedPerFrame=18 ; max static components processed per frame.
      r.Streaming.MaxNumTexturesToStreamPerFrame=16       ; max textures processed per frame is slightly lower to prevent GPU overload.
      r.Streaming.AllowFastForceResident=0                ; do not force streamer residents on VRAM.
      r.Streaming.Boost=1.5                               ; boost texture streamer to prevent potatoing.
      r.Shadow.Virtual.Enable=1                        ;Virtual Shadow maps / More realistic real-time shadows
      r.Shadow.Virtual.ContactShadowLength=0.1             ; Extra shadow map settings
      ;r.FidelityFX.FI.ENABLED=1                            ; Disabled but you can enable just remove the ; before the line.
      r.SceneColorFringe.Max=0                            ; Next 5 lines are Ghosting and color fringing fixes
      r.SceneColorFringeQuality=0
      r.motionblurquality=0
      r.Distortion=0
      r.DisableDistortion=1
      r.Tonemapper.Quality=1                                ; Disables Vignette (f*#@ you vignetty)
      r.LensFlareQuality=0                                ; Lower lens flare quality, idk if this is working
      r.MotionBlur.Amount=-1                                ; I hope this completely disables motion blur

      [/Script/Engine.RendererSettings]
      fx.EnableCircularAnimTrailDump=0
      fx.ParticlePerfStats.Enabled=0
      memory.logGenericPlatformMemoryStats=0
      r.CompileShadersForDevelopment=0
      r.Emitter.FastPoolEnable=1
      r.EnableDebugSpam_GetObjectPositionAndScale=0
      r.ShaderLibrary.PrintExtendedStats=0
      r.Shadow.CachePreshadow=1
      r.Shadow.CacheWholeSceneShadows=1
      r.Shadow.CSMCaching=1
      r.Streaming.LimitPoolSizeToVRAM=1
      r.UniformBufferPooling=1
      s.MaxIncomingRequestsToStall=0
      s.MaxReadyRequestsToStallMB=0

      [/Script/Engine.GarbageCollectionSettings]
      gc.AllowParallelGC=1
      gc.AssetClustreringEnabled=1
      gc.CreateGCClusters=1
      r.ShaderDrawDebug=0

      [FATHydraCrashHandler]
      LogCrashReportHydra=off
      LogCrashUploader=off

      [/Script/UnrealEd.CookerSettings]
      +VersionedIntRValues=r.VelocityOutputPass

      [/Script/WindowsTargetPlatform.WindowsTargetSettings]
      EnableMathOptimisations=True

      [DevOptions.Shaders]
      bAllowCompilingThroughWorkers=True
      bAllowAsynchronousShaderCompiling=True

      [/Script/Engine.StreamingSettings]
      s.AsyncLoadingThreadEnabled=True
      s.MinBulkDataSizeForAsyncLoading=0

      [/Script/Engine.GarbageCollectionSettings]
      gc.CreateGCClusters=1
      gc.AllowParallelGC=1
      r.ShaderDrawDebug=0

      [/Script/Engine.Engine]
      bAllowMultiThreadedShaderCompile=True

      [/Script/AkAudio.AkSettings]
      bEnableMultiCoreRendering=True

      [CrashReportClient]
      bAgreeToCrashUpload=False
      bImplicitSend=False

      [Engine.ErrorHandling]
      bPromptForRemoteDebugging=False
      bPromptForRemoteDebugOnEnsure=False

      [/Script/WInstrumentedProfilersSettings.WTelemetrySettings]
      bEnableTelemetry=False

      [FATHydraCrashHandler]
      LogCrashReportHydra=off
      LogCrashUploader=off

      [Core.System]
      +Suppress=ScriptWarning
      +Suppress=Error
      +Suppress=ScriptLog
      +Suppress=Warning

      [Core.Log]
      LogPluginManager=all off
      LogOnlineIdentity=all off
      LogOnlineSession=all off
      LogMemory=all off
      LogPakFile=all off
      LogTemp=all off
      LogLinker=all off
      LogOnline=all off
      LogOnlineGame=all off
      LogAnalytics=all off
      LogConfig=all off
      LogInteractiveProcess=all off
      LogInput=all off
      LogOnlineEntitlement=all off
      LogOnlineEvents=all off
      LogOnlineFriend=all off
      LogOnlinePresence=all off
      LogOnlineTitleFile=all off
      LogOnlineUser=all off
      Global=off
    3. Zebraass
      Zebraass
      • member
      • 0 kudos
      thanks for the help and info really appreciate it :)
  6. Delta616
    Delta616
    • supporter
    • 10 kudos
    Can you share which values to edit to disable framegen? Thank you!
    1. Varluz
      Varluz
      • supporter
      • 8 kudos
      In engine.ini find r.FidelityFX.FI.Enabled=1 and delete this line
    2. Delta616
      Delta616
      • supporter
      • 10 kudos
      That disables FSR3 options, not FG. 
  7. Escavalien
    Escavalien
    • member
    • 1 kudos
    do you use this while doing directx11?
    1. kazuhikoaze
      kazuhikoaze
      • member
      • 0 kudos
      nope, i already put -dx12 on the command
  8. KobraDA7
    KobraDA7
    • member
    • 0 kudos
    Hey thanks man, my 1660ti coudn`t hadle s#*!