r.FidelityFX.FSR3.AdjustMipBias |
1 |
0, 1 |
Applies negative MipBias to material textures, improving results. |
r.FidelityFX.FSR3.Sharpness |
0 |
0.0 – 1.0 |
When greater than 0.0 this enables Robust Contrast Adaptive Sharpening Filter to sharpen the output image. |
r.FidelityFX.FSR3.AutoExposure |
0 |
0, 1 |
Set to 1 to use FSR3’s own auto-exposure, otherwise the engine’s auto-exposure value is used. |
r.FidelityFX.FSR3.HistoryFormat |
0 |
0, 1 |
Selects the bit-depth for the FSR3 history texture format, defaults to PF_FloatRGBA but can be set to PF_FloatR11G11B10 to reduce bandwidth at the expense of quality. |
r.FidelityFX.FSR3.QualityMode |
1 |
0 – 4 |
FSR3 Mode. Lower values yield superior images. High values yield improved performance. |
r.FidelityFX.FSR3.CreateReactiveMask |
1 |
0, 1 |
Enable to generate a mask from the SceneColor, GBuffer, SeparateTranslucency and ScreenspaceReflections that determines how reactive each pixel should be. |
r.FidelityFX.FSR3.ReactiveMaskReflectionScale |
0.4 |
0.0 – 1.0 |
Scales the Unreal engine reflection contribution to the reactive mask, which can be used to control the amount of aliasing on reflective surfaces. |
r.FidelityFX.FSR3.ReactiveMaskReflectionLumaBias |
0 |
0.0 – 1.0 |
Biases the reactive mask by the luminance of the reflection. Use to balance aliasing against ghosting on brightly lit reflective surfaces. |
r.FidelityFX.FSR3.ReactiveMaskRoughnessScale |
0.15 |
0.0 – 1.0 |
Scales the GBuffer roughness to provide a fallback value for the reactive mask when screenspace and planar reflections are disabled or do not affect a pixel. |
r.FidelityFX.FSR3.ReactiveMaskRoughnessBias |
0.25 |
0.0 – 1.0 |
Biases the reactive mask value when screenspace/planar reflections are weak with the GBuffer roughness to account for reflection environment captures. |
r.FidelityFX.FSR3.ReactiveMaskRoughnessMaxDistance |
6000 |
0.0 – INF |
Maximum distance in world units for using material roughness to contribute to the reactive mask, the maximum of this value and View.FurthestReflectionCaptureDistance will be used. |
r.FidelityFX.FSR3.ReactiveMaskRoughnessForceMaxDistance |
0 |
0, 1 |
Enable to force the maximum distance in world units for using material roughness to contribute to the reactive mask rather than using View.FurthestReflectionCaptureDistance. |
r.FidelityFX.FSR3.ReactiveMaskTranslucencyBias |
1.0 |
0.0 – 1.0 |
Scales how much contribution translucency makes to the reactive mask. Higher values will make translucent materials more reactive which can reduce smearing. |
r.FidelityFX.FSR3.ReactiveMaskTranslucencyLumaBias |
0.0 |
0.0 – 1.0 |
Biases the translucency contribution to the reactive mask by the luminance of the transparency. Higher values will make bright translucent materials more reactive which can reduce smearing. |
r.FidelityFX.FSR3.ReactiveHistoryTranslucencyBias |
0.5 |
0.0 – 1.0 |
Scales how much translucency suppresses history via the reactive mask. Higher values will make translucent materials more reactive which can reduce smearing. |
r.FidelityFX.FSR3.ReactiveHistoryTranslucencyLumaBias |
0.0 |
0.0 – 1.0 |
Biases how much the translucency suppresses history via the reactive mask by the luminance of the transparency. Higher values will make bright translucent materials more reactive which can reduce smearing. |
r.FidelityFX.FSR3.ReactiveMaskPreDOFTranslucencyScale |
1.0 |
0.0 – 1.0 |
Scales how much contribution pre-Depth-of-Field translucency color makes to the reactive mask. Higher values will make translucent materials more reactive which can reduce smearing. |
r.FidelityFX.FSR3.ReactiveMaskPreDOFTranslucencyMax |
0 |
0, 1 |
Toggle to determine whether to use the max(SceneColorPostDepthOfField - SceneColorPreDepthOfField) or length(SceneColorPostDepthOfField - SceneColorPreDepthOfField) to determine the contribution of Pre-Depth-of-Field translucency. |
r.FidelityFX.FSR3.ReactiveMaskTranslucencyMaxDistance |
500000 |
0.0 – INF |
Maximum distance in world units for using translucency to contribute to the reactive mask. This is a way to remove sky-boxes and other back-planes from the reactive mask, at the expense of nearer translucency not being reactive. |
r.FidelityFX.FSR3.ReactiveMaskReactiveShadingModelID |
MSM_NUM |
0- MSM_NUM |
Treat the specified shading model as reactive, taking the CustomData0.x value as the reactive value to write into the mask. |
r.FidelityFX.FSR3.ReactiveMaskForceReactiveMaterialValue |
0.0 |
0.0-1.0 |
Force the reactive mask value for Reactive Shading Model materials, when > 0 this value can be used to override the value supplied in the Material Graph. |
r.FidelityFX.FSR3.ForceVertexDeformationOutputsVelocity |
1 |
0, 1 |
Force enables materials with World Position Offset and/or World Displacement to output velocities during velocity pass even when the actor has not moved. |
r.FidelityFX.FSR3.ForceLandscapeHISMMobility |
0 |
0, 1, 2 |
Allow FSR3 to force the mobility of Landscape actors Hierarchical Instance Static Mesh components that use World-Position-Offset materials so they render valid velocities. Setting 1 is faster on the CPU, 2 is faster on the GPU. |
r.FidelityFX.FSR3.UseSSRExperimentalDenoiser |
0 |
0, 1 |
Enable to use r.SSR.ExperimentalDenoiser when FSR3 is enabled. This is required when r.FidelityFX.FSR3.CreateReactiveMask is enabled as the FSR3 plugin overrides r.SSR.ExperimentalDenoiser to capture reflection data to generate the reactive mask. |
r.FidelityFX.FSR3.UseNativeDX12 |
1 |
0, 1 |
True to use FSR3’s native and optimised D3D12 backend, false to use the fallback implementation based on Unreal’s RHI. |
r.FidelityFX.FSR3.UseRHI |
0 |
0, 1 |
True to enable FSR3’s default RHI backend, false to disable in which case a native backend must be enabled. |
r.FidelityFX.FSR3.QuantizeInternalTextures |
0 |
0, 1 |
Setting this to 1 will round up the size of some internal texture to ensure a specific divisibility. This is only intended for compatibility if required. Default is 0. |
r.FidelityFX.FSR3.EnabledInEditorViewport |
0 |
0, 1 |
Enable FidelityFX Super Resolution for Temporal Upscale in the Editor viewport by default. |
r.FidelityFX.FSR3.DeDither |
2 |
0, 1, 2 |
Enable an extra pass to de-dither rendering before handing over to FSR3 to avoid over-thinning. Can be set to Full for all pixels or to just around Hair for Deferred Renderer. Defaults to Hair Only. |
r.FidelityFX.FI.Enabled |
1 |
0, 1 |
Enable FidelityFX Frame Interpolation. |
r.FidelityFX.FI.CaptureDebugUI |
1 |
0, 1 |
Force FidelityFX Frame Interpolation to detect and copy any debug UI which only renders on the first invocation of Slate’s DrawWindow command. Disabled in Shipping builds. |
r.FidelityFX.FI.OverrideSwapChainDX12 |
1 |
0, 1 |
True to use FSR3’s D3D12 swap-chain override that improves frame pacing, false to use the fallback implementation based on Unreal’s RHI. |
r.FidelityFX.FI.AllowAsyncWorkloads |
1 |
0, 1 |
True to use async. execution of Frame Interpolation, 0 to run Frame Interpolation synchronously with the game. |
r.FidelityFX.FI.UpdateGlobalFrameTime |
0 |
0, 1 |
True to update the GAverageMs/GAverageFPS globals with average frame time/FPS calculated by the frame interpolation code. |
r.FidelityFX.FI.ShowDebugTearLines |
1 |
0, 1 |
Show the debug tear lines when running Frame Interpolation. Not available in Test/Shipping builds. |
r.FidelityFX.FI.ShowDebugView |
0 |
0, 1 |
Show the debug view when running Frame Interpolation. Not available in Test/Shipping builds. |
r.FidelityFX.FI.UIMode |
0 |
0, 1 |
The method to render the UI when using Frame Generation. Slate Redraw (0): will cause Slate to render the UI on to both the real & generated images. UI Extraction (1): will compare the pre- & post- UI frame to extract the UI and copy it on to the generated frame. |
r.FidelityFX.FI.ModifySlateDeltaTime |
1 |
0, 1 |
Set the FSlateApplication delta time to 0.0 when redrawing the UI for the ‘Slate Redraw’ UI mode to prevent widgets’ NativeTick implementations updating incorrectly, ignored when using ‘UI Extraction’. |
r.FidelityFX.FI.RHIPacingMode |
0 |
0, 1 |
Enable pacing frames when using the RHI backend. None (0) : No frame pacing. Custom Present VSync (1) : enable VSync for the second presented frame. |