Unlock Secret Epic Graphics! | Train Sim World
Автор: Developer Plays
Загружено: 2025-09-07
Просмотров: 288
Описание:
Unlock a new level of graphics in Train Sim World, by going past what Ultra allows, by going into the Epic range!
.\My Documents\My Games\TrainSimWorld5\Saved\Config\WindowsNoEditor\Engine.ini
[SystemSettings]
r.TextureStreaming=0 ; disables texture streaming - forces full-res textures to load (0=off, 1=on)
r.ViewDistanceQuality=4 ; overall view distance detail level (0–4)
r.ViewDistanceScale=4 ; multiplier for view distances (float, unlimited)
r.FoliageLODDistanceScale=4 ; foliage LOD draw distance scale
r.HLODDistanceScale=2 ; high-detail LOD draw distance scale
r.LandscapeLODDistributionScale=4 ; distribution of landscape LODs across distance
r.LandscapeLOD0DistributionScale=4 ; high-detail landscape LOD0 covers more area
r.StaticMeshLODDistanceScale=0.25 ; static mesh LOD draw distance scale (float, unlimited) [1 - default; 2+ RAILS MISSING!]
r.Shadow.DistanceScale=5 ; multiplier for shadow distances (float, unlimited)
r.StaticMeshLODBias=-2 ; LOD bias for static meshes (default = 0); negative loads earlier
r.SkeletalMeshLODBias=-2 ; LOD bias for skeletal meshes - characters/moving parts (default = 0); negative loads earlier
r.MipMapLODBias=-2 ; LOD bias for MIP maps (default = 0); negative loads earlier
r.AllowOcclusionQueries=0 ; 0 = off, 1 = on (default = 1)
r.HighQualityLightMaps=1 ; uses hi-res lightmap UVs (0=off, 1=on)
r.TemporalAASamples=32 ; samples for Temporal AA (int, unlimited)
r.PostProcessAAQuality=6 ; post-process anti-aliasing quality (0–6)
r.MaterialQualityLevel=2 ; material complexity level (0=low, 1=medium, 2=high)
r.Streaming.PoolSize=8192 ; texture streaming pool size in MB (int, limit System RAM)
r.MaxAnisotropy=16 ; texture anisotropic filtering level (0–16)
r.DiscardUnusedQualityLevelAssets=0 ; keeps all quality-level assets loaded (0=keep, 1=discard)
r.VirtualTexturing.Enable=1 ; enable virtual texturing (0=off, 1=on)
r.VirtualTexturing.Streaming=1 ; enable streaming for virtual textures (0=off, 1=on)
r.LightFunctionFadeDistanceScale=0 ; Scales fade distances for light functions (e.g., projected textures); 0 = no fade
r.MinScreenRadiusForLights=0 ; Adjusts light fade based on screen‐size (0=never, higher=sooner)
r.ShadowQuality=3 ; overall shadow quality (0–5; max=5)
r.Shadow.RadiusThreshold=0.01 ; default=0.03, lower pushes cascaded shadows out further
r.Shadow.MinResolution=1 ; pixels of shadow - how large a shadow must be before it is culled (32 default, 16-8 later, 1-4 barely)
r.Shadow.FadeResolution=2 ; pixels of shadow fade - how large a shadow must be before it fades out (64 default, 32-16 later, 1-4 barely)
r.Shadow.CSM.MaxCascades=8 ; number of cascades for cascaded shadow maps (1–4 default, 5-10 smooth; max=10+ unsupported)
r.Shadow.CSM.TransitionScale=1.5 ; higher value (1.5–2.0) eliminate cascade boundaries across embankments/terrain slopes (0.0 off, 1.0 normal, 2.0+ max)
r.Shadow.TexelsPerPixel=8 ; default 1.27 (normally 0.5-16)
r.Shadow.MaxResolution=8192 ; max resolution for shadow maps (int, hardware-dependent; max 8192)
r.DistanceFieldShadowing=1 ; enable distance field shadows (0=off, 1=on)
r.DistanceFieldAO=1 ; enable distance field ambient occlusion (0=off, 1=on)
r.AOObjectDistanceField=1 ; (0=off, 1=on)
r.Streaming.FullyLoadUsedTextures=1 ; textures used in the scene are fully loaded and not downsampled
r.BloomQuality=3 ; bloom post-process quality (0–4)
r.SSR.Quality=3 ; screen-space reflection quality (0–4)
r.SSR.HalfResSceneColor=0 ; use half-resolution scene color for SSR (0=full res, 1=half res; max=1)
r.SSAO.Quality=1 ; screen-space ambient occlusion quality (0–3) - If Distance Field AO (r.DistanceFieldAO=1), drop SSAO quality to 1–2 to save perf while retaining dynamic occlusion from distance fields.
r.DepthOfFieldQuality=3 ; depth of field quality (0–3; max=3)
r.EyeAdaptationQuality=2 ; auto-exposure (eye adaptation) quality (0–2)
r.Tonemapper.Quality=3 ; tonemapping quality (0–3; max=3)
r.TAA.Upsampling=0 ; enable temporal AA upsampling (0=off, 1=on)
r.DefaultFeature.MotionBlur=1 ; enable motion blur (0=off, 1=on)
r.VolumetricFog=1 ; enable volumetric fog (0=off, 1=on)
r.VolumetricFogGridPixelSize=2 ; resolution of volumetric fog grid pixels (int, small=high detail)
r.VolumetricFog.GridZDistribution=0.2 ; vertical distribution of fog grid slices (0.1–1.0)
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