Abiotic Factor – Optimized Frame Rate

In this guide, I will tell you how to disable the UE5 things that reduce performance and configure the optimized frame rate.

Optimized Frame Rate Configuration

Engine.ini

[SystemSettings]
r.DynamicGlobalIlluminationMethod=0
r.Lumen.DiffuseIndirect.Allow=0
r.Lumen.HardwareRaytracing=0
r.Lumen.Reflections.HardwareRayTracing=0
r.Lumen.ScreenProbeGather.ShortRangeAO=0
r.Lumen.Reflections.Temporal=0
r.Lumen.ScreenProbeGather.Temporal.MaxFramesAccumulated=4
r.Lumen.ScreenProbeGather.TemporalFilterProbes=0
r.ReflectionMethod=2
r.Nanite=0
r.VRS.Enable=true
r.VRS.BasePass=2
r.VRS.NaniteEmitGBuffer=2
r.VRS.Translucency=1
r.VRS.LightFunctions=1
r.VRS.ReflectionEnviromentSky=2
r.VRS.SSR=2
r.VRS.SSAO=0
r.RayTracing=0
r.RayTracing.Enable=0
r.RayTracing.GlobalIllumination=0
r.RayTracing.Reflections=0
r.RayTracing.Reflections.Hybrid=0
r.RayTracing.Reflections.Shadows=0
r.RayTracing.Shadows=0
r.RayTracing.ForceAllRayTracingEffects=0

Scalability.ini

[PostProcessQuality@0]
r.DynamicGlobalIlluminationMethod=0
r.BlurGBuffer=0
r.AmbientOcclusionRadiusScale=1.7
r.BloomQuality=4
[PostProcessQuality@1]
r.DynamicGlobalIlluminationMethod=0
r.BlurGBuffer=0
r.AmbientOcclusionLevels=0
r.AmbientOcclusionRadiusScale=1.7
r.DepthOfFieldQuality=0
r.RenderTargetPoolMin=300
r.FastBlurThreshold=0
r.Upscale.Quality=1
[PostProcessQuality@2]
r.DynamicGlobalIlluminationMethod=0
r.BlurGBuffer=0
r.AmbientOcclusionLevels=0
r.AmbientOcclusionRadiusScale=1.7
r.DepthOfFieldQuality=0
r.RenderTargetPoolMin=300
r.LensFlareQuality=0
r.SceneColorFringeQuality=0
r.FastBlurThreshold=0
r.Upscale.Quality=1
r.Tonemapper.GrainQuantization=0
[PostProcessQuality@3]
r.DynamicGlobalIlluminationMethod=0
r.BlurGBuffer=0
r.AmbientOcclusionLevels=0
r.AmbientOcclusionRadiusScale=1.7
r.DepthOfFieldQuality=0
r.RenderTargetPoolMin=300
r.LensFlareQuality=0
r.SceneColorFringeQuality=0
r.FastBlurThreshold=0
r.Upscale.Quality=1
r.Tonemapper.GrainQuantization=0
[ReflectionQuality@0]
r.SSR.Quality=1
r.Lumen.Reflections.DownsampleFactor=2
r.Lumen.Reflections.MaxRoughnessToTraceForFoliage=0.2
r.Lumen.Reflections.ScreenSpaceReconstruction.TonemapStrength=1
r.Lumen.TranslucencyReflections.FrontLayer.Allow=0
[ReflectionQuality@1]
r.Lumen.Reflections.DownsampleFactor=2
r.Lumen.Reflections.MaxRoughnessToTraceForFoliage=0.2
r.Lumen.Reflections.ScreenSpaceReconstruction.TonemapStrength=1
r.Lumen.TranslucencyReflections.FrontLayer.Allow=0
[ReflectionQuality@3]
r.SSR.Quality=2
r.SSR.HalfResSceneColor=1
r.Lumen.Reflections.Allow=0
r.Lumen.Reflections.DownsampleFactor=2
r.Lumen.Reflections.MaxRoughnessToTraceForFoliage=0.2
r.Lumen.Reflections.ScreenSpaceReconstruction.TonemapStrength=1
r.Lumen.TranslucencyReflections.FrontLayer.Allow=0
[ShadowQuality@0]
r.LightFunctionQuality=1
r.Shadow.MaxResolution=512
r.Shadow.RadiusThreshold=0.06
r.Shadow.DistanceScale=0.8
[ShadowQuality@1]
r.ShadowQuality=1
r.Shadow.MaxResolution=1024
r.Shadow.RadiusThreshold=0.05
r.Shadow.DistanceScale=0.9
r.Shadow.CSM.TransitionScale=0.2
[ShadowQuality@2]
r.ShadowQuality=2
r.Shadow.CSM.MaxCascades=2
r.Shadow.DistanceScale=1.0
r.Shadow.CSM.TransitionScale=0.5
[ShadowQuality@3]
r.ShadowQuality=3
r.Shadow.CSM.MaxCascades=4
r.Shadow.MaxResolution=1024
r.Shadow.RadiusThreshold=0.03
r.Shadow.CSM.TransitionScale=0.7
[FoliageQuality@1]
foliage.DensityScale=0
grass.DensityScale=0
[FoliageQuality@2]
foliage.DensityScale=0
grass.DensityScale=0
[FoliageQuality@3]
foliage.DensityScale=0
grass.DensityScale=0

Try these cvar out yourself to tweak the game basically, obviously the effects of these command lines varies but for the most part, nothing is touching the textures and stuff. It’s just the minor stuff that would otherwise kill GPU performance.

My PC went from 30 fps on my 7900 XTX due to immense use of raytracing and lumen global illumination, to 144 fps, and it looks almost exactly the same gameplay.

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