Engine.ini Builder (WIP). Tag me in Discord to throw ideas

Engine.ini Generator (WIP)

Toggle CVars by category, pick a quality target or quick preset, and generate a clean [SystemSettings] block ready to drop into your Engine.ini.

Work In Progress (WIP). Not intended to work in the meantime.

Engine.ini CVars apply globally regardless of device. They take higher priority sitting at the SetBySystemSettingsIni priority and overrides DeviceProfiles.ini on the same CVar.

🎮 GPU Reference & Target

The GPU dropdown is for reference only — it doesn't change the output. Engine.ini CVars are not device-conditional; pick a quality target or preset below instead.

FSR3 Frame Interpolation AMD FidelityFX Super Resolution 3 with frame generation. Pairs with KuroFI. May conflict with SGSR2 — enable only one upscaler at a time. r.FidelityFX.FSR3.Enable=1 | r.FidelityFX.FSR3.FrameInterpolation=1
SGSR2 (Snapdragon GSR) Qualcomm-native temporal upscaler. Adreno 7xx+ recommended; not optimal on Mali hardware. kuro.SGSR2.Enable=1 | r.GSR.UpscaleMethod=1
Temporal Anti-Aliasing (TAA) Standard UE4 TAA. Disable if ghosting is visible on certain Mali drivers. r.AntiAliasingMethod=2 | r.TemporalAA.Upsampling=1
EarlyZ Pass Depth pre-pass for occlusion. Reduces overdraw on complex scenes. r.EarlyZPass=3 | r.EarlyZPassMovable=1
HZB Occlusion Culling Hierarchical Z-Buffer culling. Significant draw-call reduction outdoors. r.HZBOcclusion=1
Foliage & Grass Culling Reduces grass/foliage render distance and density. Major perf gain in open-world zones. grass.DensityScale=0.5 | foliage.DensityScale=0.6 | r.DetailMode=1
Particle LOD Scaling Reduces particle spawn rates. Lower visual fidelity on skill FX but a major perf gain. fx.NiagaraMaxGPUParticlesSpawnPerFrame=256 | r.ParticleLODBias=1
Force Static Lighting Disables dynamic lighting contribution on stationary lights. Flatter look but faster. r.AllowStaticLighting=1 | r.SupportAllShaderPermutations=0
Distance Culling Aggressively culls distant small objects and lights. r.MinScreenRadiusForLights=0.03 | r.MinScreenRadiusForDepthPrepass=0.03
Contact Shadows Screen-space contact shadows. GPU-intensive; disable on low-end SoCs. r.ContactShadows=1
Distance Field Shadows Allows far-range shadow casting using signed distance field approximations. r.DistanceFieldShadowing=1
Bloom Glow around bright light sources. Medium GPU cost. r.BloomQuality=4
Depth of Field Cinematic DoF blur. High GPU cost on mobile — disable for performance. r.DepthOfFieldQuality=2
Lens Flares Optical lens flare artifacts on bright sources. r.LensFlareQuality=1
Ambient Occlusion (SSAO) Screen-space ambient occlusion adds depth to crevices. Medium cost. r.AmbientOcclusionLevels=1 | r.AmbientOcclusionRadiusScale=0.8
Motion Blur Velocity-based motion blur. Disable for cleaner competitive gameplay. r.MotionBlurQuality=1
Volumetric Fog Light-scattering fog volumes. Noticeable cost in foggy/indoor zones. r.VolumetricFog=1
HDR Swapchain (scRGB / PQ) Only enable on certified HDR panels. Causes black-blink artifacts on unsupported displays. ⚠ Known to cause black-blink artifacts from swapchain format mismatches on non-HDR-certified panels. r.HDR.EnableHDROutput=1 | r.HDR.Display.OutputDevice=6
Robust Buffer Access Forces in-bounds buffer reads. Required on some Mali drivers to avoid crashes. Slight performance cost. r.Vulkan.RobustBufferAccess=1
GPU Crash Debug Logging Emits breadcrumb markers before a GPU crash. Useful for diagnosing Vulkan TDRs in Client.log. r.GPUCrashDebugging=1 | r.GPUCrashDump=1
Vulkan Memory Pool Tuning Preallocates Vulkan memory pools. Reduces mid-session stutter on 8GB+ RAM devices. r.Vulkan.GarbageCollectEveryFrame=1 | r.Vulkan.PoolSizeScale=1.5
Big.LITTLE Thread Affinity Pins render threads to big cores. Effective on SD 8 Gen / Dimensity 9xxx SoCs. r.Android.DisableThreadedRendering=0 | TaskGraph.NumForegroundWorkers=2
Disable Thermal Throttle Limits Removes the battery-based frame cap and energy-saving frame interpolation mode. Sustains peak performance at the cost of more heat. ⚠ Not recommended for extended sessions on devices with poor thermal management. r.Mobile.EnergySavingFrameInterpolation=0 | r.DontLimitOnBattery=1
Enable Kuro Frame Interpolation (KuroFI) Kuro Games' proprietary frame interpolation system. Can significantly improve perceived fluidity on high-refresh displays. ⚠ Known to cause init failures on some MediaTek chipsets. Check Client.log for KuroFI_INIT_FAILED if issues occur. r.KuroFI.Enable=1
⚠ These CVars may trigger Kuro's ConfigMonitor watchdog or cause instability on unsupported hardware. Use at your own risk.
Shader Pre-Compilation Hint Signals the engine to compile shaders aggressively at boot. May extend loading time but reduces in-game stutter. r.ShaderPipelineCache.Enabled=1 | r.ShaderPipelineCache.BatchSize=128
Async Compute Enables the asynchronous compute queue on Vulkan, overlapping compute and render work. Adreno 7xx+ / Mali G715+ only. r.Vulkan.EnableAsyncCompute=1
Disable MFRC Frame Rate Controller Kuro's proprietary frame pacing system. Disable if you see MFRC_INIT_FAILED in your Client.log. kuro.MFRC.Enable=0
Skip ConfigMonitor Forbidden-CVar Strip Notice Adds an inline comment marker noting which CVars in this output are commonly stripped by Kuro's ConfigMonitor watchdog on launch, so you know what to re-check after an update. ; informational only — no CVar emitted
Engine.ini