I’ve been messing with some settings that can be added to the game’s configuration files.
Specifically the files located in:
%LOCALAPPDATA%\Tower\Saved\Config\WindowsNoEditor\
or the Linux equivalent.
I’m by no means an expert on UE4 so any of this information my be wholly incorrect but I figured this would be a good first post because I can also get to see some input from everyone else (hopefully someone smarter than me) in regards to the effectiveness of the settings I’m using as well as some things I may have overlooked.
These are the settings I’m using (which go in Engine.ini
) and they’re just a hodgepodge of different console variables I’ve gathered over the years of playing UE games; no idea if these all work for TU or not.
[/script/engine.localplayer]
AspectRatioAxisConstraint=AspectRatio_MaintainYFOV ; wider FOV
[SystemSettings]
r.DefaultFeature.AntiAliasing=2 ; 0 = off, 1 = FXAA, 2 = TAA
r.PostProcessAAQuality=4 ; 0 = off, 1-2 = FXAA, 3-6 = TAA
r.TemporalAASamples=64 ; 4, 8, 16, 32, 64
r.TemporalAAFilterSize=1.0 ; 0.0 = sharper/aliased, 1.0 = smooth/blurry
r.TemporalAA.Algorithm=1 ; 0 = Gen 4, 1 = Gen 5
r.TemporalAA.Upsampling=1 ; 0 = off, 1 = on
r.ScreenPercentage=75 ; Render resolution before upsampling
r.Upscale.Quality=4 ; 0-5, 3 = default
; Lower values may not hide ghosting but will keep temporal stability
; Higher values will hide ghosting but may lose temporal stability
r.TemporalAACurrentFrameWeight=0.05 ; 0.00-x>0.00, i like 0.00-0.05
r.DefaultFeature.MotionBlur=0 ; 0 = off, 1 = on
r.FastBlurThreshold=0 ; 0-x>15, 7 = default, lower is faster
r.MotionBlurQuality=0 ; 0-4, 0 = off
r.DefaultFeature.AutoExposure=1 ; 0 = off, 1 = on
r.EyeAdaptationQuality=2 ; 0-3, 0 = off, 2 = default, 1/3 = not implemented
r.DefaultFeature.Bloom=1 ; 0 = off, 1 = on
r.BloomQuality=5 ; 0-5, 0 = off, 5 = default
r.Bloom.Cross=1.5 ; x<0-x>0, 0 = default, i like 1.5
r.DefaultFeature.LensFlare=1 ; 0 = off, 1 = on
r.LensFlareQuality=2 ; 0-3, 0 off, 2 = default
r.DefaultFeature.AmbientOcclusion=1 ; 0 = off, 1 = on
r.AmbientOcclusionMaxQuality=100 ; (-100)-100, 30 = game default, 100 = engine default
r.AOQuality=2 ; 0-2, 0 = off, 2 = default
r.DistanceFieldAO=1 ; 0 = off, 1 = on
r.GenerateMeshDistanceFields=1 ; 0 = off, 1 = on
r.Tonemapper.Quality=5 ; 0-5, 5 = default
r.Tonemapper.Sharpen=1 ; 0.0-1.0, 0.0 = off
r.TonemapperFilm=1 ; 0 = off (game default), 1 = on (engine default?)
r.SceneColorFringeQuality=1 ; 0 = off, 1 = on
r.LightShaftQuality=1 ; 0 = off, 1 = on
r.LightShaftAllowTAA=1 ; 0 = off, 1 = on
r.LightShaftRenderToSeparateTranslucency=1 ; 0 = off, 1 = on
r.DepthOfFieldQuality=2 ; 0-4, 0 = off, 2 = default
r.DOF.TemporalAAQuality=1 ; 0-1, 1 = default
r.MaxAnisotropy=16 ; 1-16, 4 = default
r.AnisotropicMaterials=1 ; 0 = off, 1 = on
r.MaterialQualityLevel=3 ; 0-3
r.SeparateTranslucency=1 ; 0 = off, 1 = on
r.SSR.Quality=2 ; 0-4, 0 = off (default)
r.DetailMode=2 ; 0-2, 2 = default
r.ViewDistanceScale=2 ; 1 = default
r.HFShadowQuality=3 ; 0-3, 0 = off, 2 = default
r.Color.Max=0.85 ; 0.00-1.00, 1.00 = default
r.Color.Mid=0.51 ; 0.00-1.00, 0.50 = default
r.Color.Min=0 ; 0.00-1.00, 0.00 = default
Before:
After:
The largest changes are probably just in the FOV and TAA but the TAA fixes aren’t easy to notice in a still image.
Does anyone else play around with these?