About this mod
my mod transforms UE5 for a 6-8gb vram build: enables DX12 Ultimate & HDR, disables bloom/SSR/MotionBlur/DOF, maxes Lumen & Nanite, leverages DirectStorage & async pipelines, boosts multithreading, trims GC & optimizes streaming for STALKER 2 mod.
every line tuned for maximum performance and photorealism in STALKER 2.
- Permissions and credits
- Changelogs
- Disable Warmup:
r.PSOWarmup.WarmupMaterials=0
stops pre-warming materials to reduce load spikes. - Enable Disk Cache:
D3D12.PSO.DiskCache=1
andD3D12.PSO.DriverOptimizedDiskCache=1
cache pipeline state objects to SSD for faster shader binds. - Async Compilation:
r.AsyncPipelineCompile=1
withr.PSOPrecaching=1
offloads shader compilation to background threads.
- DirectStorage:
r.IO.UseDirectStorage=1
&r.IO.DirectStorage.ForceFileBuffering=0
exploit NVMe throughput for texture and shader I/O. - DLSS Disabled:
r.NGX.DLSS.Enable=0
ensures native upscaling (TSR) is used instead of NVIDIA’s.- you can still use dlss frame gen.
- HDR On:
r.AllowHDR=1
,r.HDR.Enable=1
,r.HDR.EnableHDROutput=1
,r.SceneCapture.HDR=1
enable full HDR pipeline for richer color and brightness.
- Adapter & Reflex:
r.GraphicsAdapter=-1
auto-selects GPU;r.Nvidia.Reflex=1
reduces input latency. - Framerate Cap & Resolution:
r.MaxFPS=141
,r.setres=2560x1440
,r.ScreenPercentage=140
upscale 1400p up to 40% - No Tearing:
r.VSync=0
,r.bForceNoTearing=1
disable V-Sync but prevent tearing with DX12.
- Quality & Sharpen:
r.Tonemapper.Quality=4
,r.Tonemapper.Sharpen=1.0
,r.TonemapperGamma=2.2
balance crispness and filmic contrast.
- Enabled:
r.TSR.Enable=1
with async compute, hole-fill, history reprojection and upsampling tuned for stability and low flicker (r.TSR.RejectionAntiAliasingQuality=2
).
- FXAA Quality:
r.FXAA.Quality=3
for fallback. - TemporalAA: Quality set to 1, upsampling on, 32 samples (
r.TemporalAASamples=32
) for balanced edge smoothing.
- SSR Off:
r.SSR.Quality=0
,r.SSR.Temporal=0
removes screen-space reflections to save GPU. - SSGI Off:
r.SSGI.Enable=0
disables additional GI passes.
- 120 fps Sequences: Locks Cinematics, ControlRig, ActorSequence to 120 fps with
LevelSequence.DefaultDisplayRate=120 fps
,RHI.TargetRefreshRate=120 fps
for smooth playback.
- Upscale Panel Mode:
r.Upscale.PanelMode=1
, quality 3, softness 0 ensures sharp image when not using DLSS.
- Core Features On/Off: Enables AutoExposure, AmbientOcclusion, LumenGI, Shadow, Fog; disables Bloom, SSR, DOF, MotionBlur, LensFlares for clarity and perf.
- Fog Disabled:
r.Fog=0
,r.VolumetricFog=0
, related flags off for maximum frame rate. - Volumetric Clouds: Kept on with high-quality aerial perspective but no fog interplay to reduce cost.
- Propagate Alpha:
r.PostProcessing.PropagateAlpha=1
ensures correct UI blending. - Anisotropic Filtering: Max level via
r.VT.AnisotropicFiltering=1
,r.MaxAnisotropy=8
for texture crispness.
- Lumen GI: Enables DiffuseIndirect, ScreenProbeGather.
- GTAO: Method=1, spatial & temporal filters, thickness blend tuned for realistic AO.
- RHI & Cmd:
r.ParallelBasePass=1
,r.ParallelPrePass=1
,r.RHICmdBypass=0
leverage multiple cores. - Shader Compilation: Async pipeline, multi-threaded material creation.
- Single-Layer Water: All water passes forced single-layer for consistent refraction & reflection; distance field shadows on.
- Override:
r.ReflectionMethod.Override=1
, set to Lumen (ReflectionMethod=1
), no SSR fallback. - Probe & Far-Field: Heightfield steps at 64, far-field tracing on for environment capture.
- Lumen Ray Tracing:
r.Lumen.Reflections.RayTracing=1
, screen traces & mesh SDFs active for hybrid RT. - Detail:
r.LumenScene.Detail=3
(Epic).
- Cascades & Contact: 5 CSM cascades, contact shadows on local lights, preshadow cache enabled.
- Virtual Shadows: Enabled with one-pass projection up to 4096 physical pages.
- Energy:
r.Material.EnergyConservation=1
,r.Shading.EnergyPreservation=1
prevent light leaks.
- Full Nanite:
r.Nanite=1
, tessellation on, async streaming, programmable raster allowed for ultimate detail.
- Fallback LOD: Static/Skeletal LOD scaling 1.1, view & streaming distance scales raised for distant meshes.
- Fixed Exposure: Bias −0.45, method override, extended luminance range off for consistent visuals.
- Quality: EyeAdaptationQuality=2, transition speed tuned.
- Real-Time Capture: Reflection capture on, multi-scattering, LUT sizes & sample counts high for dynamic skies.
- RTX3070 Target: MinScreenSize defaults set to 0.035–0.055 to cull small light sources efficiently.
- Density & Culling: Primary & distant subdivision factors tuned, scale and cull distances raised for thick forests.
- Async Audio:
au.EnableAsyncAudio=1
, HRTF & binaural on, 512 channels max, smart virtualization.
- Dynamic Loading: CellSize=25400cm, LoadRadius=6, background streaming enabled for open world performance.
- Parallel GC: Enabled with clusters, max objects raised to 1.5 M, low-memory thresholds for 64 GB RAM.
- Parallel Cloth: Solver updates split across 4 threads, geometry batching at 64 for destruction events.
- Threading: 6 async I/O threads, 2 GB/s bandwidth cap, 8 GB dispatcher cache.
- Virtual Textures: Streaming memory margin 1 GB, Nanite pool 2 GB, Async Post-Load on.
- Streaming Biases: Collision radius 15 000, anomaly & mutant priorities set, dynamic weather pool 512.
- Frame Latency: MaxFrameLatency=2, AllowTearing=0, AFR pacing off for stable 1-frame latency.
- Caching: PipelineStateCache enabled, autogenerate off, background batch sizes tuned for quick startup.
- Project Packaging: Development build, compact pak, Oodle compression level 5, IoStore enabled.
- Mouse: Smoothing off, default lock on launch; UI scale dynamic, high-DPI allowed.
- Redirects: Multiple class/property redirects to maintain backward compatibility.
- Mod Bootstrap: GameInstanceClass points to your mod bootstrap and spawns three custom mods at startup.
- Prototype Reload Prevention
bReloadPrototypes=false
in/Script/Stalker2.OptimizationSettings
stops NPC prototypes from reloading on every level load, ensuring that once an NPC is spawned or killed, it remains in that state until a genuine game event respawns it . - Advanced Perception System
Switches to Unreal’s built-inAIPerceptionSystem
(PerceptionSystemClassName=/Script/AIModule.AIPerceptionSystem
), with tightened hearing/sight parameters for snappier NPC reactions:– HearingRange = 768– SightRadius = 3000, LoseSightRadius = 3500– LoSHearingRange = 1500– PeripheralVisionAngle = 90° - Mutant AI Streaming Priority
Boosts streaming bandwidth for mutant AI assets (s.MutantStreamingPriority=2
) so creatures load seamlessly as you roam, eliminating pop-in . - Proactive NavMesh Loading
Lowers the memory threshold to 10% (MemoryThresholdMultiplierToStartHighPriorityNavMeshLoading=0.1
) so pathfinding meshes are streamed in early, ensuring uninterrupted AI navigation across your open world . - AI Logging Disabled
Turns off all AI diagnostic logs (LogAI=All Off
), cutting CPU overhead and keeping performance rock-solid even in dense NPC encounters.
bReloadPrototypes=false
—your NPCs stay persistent, responsive, and performant, elevating immersion in every zone.This comprehensive mod config unleashes UE5’s full potential on your hardware—every line tuned for maximum performance and photorealism in STALKER 2.