0 of 0

File information

Last updated

Original upload

Created by

yerts

Uploaded by

dotyerts

Virus scan

Safe to use

Tags for this mod

34 comments

  1. emvol
    emvol
    • member
    • 0 kudos
    Explanations why each no longer matters in UE 5.3–5.4:
    ---
    ### 🔹 **Threading / Legacy / Internally Ignored**
    | Variable                                   | Why it's useless                                                                                        |
    | ------------------------------------------ | ------------------------------------------------------------------------------------------------------- |
    | `bEnableMultiCoreRendering=True`           | Leftover from UE4 – UE5 handles multithreading via `r.RHIThread` and `TaskGraph`. Internally ignored.   |
    | `bAllowThreadedRendering=True`             | Obsolete – UE5 always uses threaded rendering, this does nothing.                                       |
    | `bAllowCompilingThroughWorkerThreads=True` | Deprecated – replaced by the UE5 shader compilation system.                                             |
    | `bAsyncShaderCompileWorkerThreads=True`    | Has no effect anymore – worker count is auto-managed via `r.ThreadedShaderCompilation` and CPU threads. |
    | `bCanBlueprintsTickByDefault=0`            | Only matters in old UE4-style projects – UE5 manages ticking explicitly via BP settings.                |
    | `r.CompileShadersForDevelopment=0`         | Only affects shader cooking during packaging – not runtime or editor performance.                       |
    | `r.SupportAllShaderPermutations=0`         | Same – only relevant during shader cook, no runtime impact.                                             |
    ---
    ### 🔹 **Mouse / Input (Redundant in UE5)**
    | Variable                         | Why it's useless                                                            |
    | -------------------------------- | --------------------------------------------------------------------------- |
    | `bViewAccelerationEnabled=False` | Input smoothing is now controlled via Input Mapping – this flag is ignored. |
    | `bEnableMouseSmoothing=False`    | Fully replaced by Enhanced Input in UE5.2+ – has no runtime effect.         |
    ---
    ### 🔹 **Debug / Logging / No Performance Effect**
    | Variable                                   | Why it's useless                                                               |
    | ------------------------------------------ | ------------------------------------------------------------------------------ |
    | `r.DumpGPU=0`                              | Debug command – has no effect in `.ini`, only via console command.             |
    | `r.NGX.LogLevel=0`                         | Only changes DLSS log verbosity – doesn’t affect DLSS behavior or performance. |
    | `r.ShaderLibrary.PrintExtendedStats=0`     | Debug info during cook – no runtime relevance.                                 |
    | `r.ShaderDrawDebug=0`                      | Used to draw shader debug overlays – `0` is default, pointless to include.     |
    | `memory.logGenericPlatformMemoryStats=0`   | Logging only – doesn’t affect memory usage or performance.                     |
    | `csv.trackWaitsGT=0`, `csv.trackWaitsRT=0` | CSV profiler toggles – no runtime performance effect.                          |
    | `fx.Niagara.DebugDraw.Enabled=0`           | Debug overlay for Niagara – if `0`, it's already off. No need to set.          |
    ---
    ### 🔹 **Other / No Runtime Effect**
    | Variable                            | Why it's useless                                                                       |
    | ----------------------------------- | -------------------------------------------------------------------------------------- |
    | `MaxShaderJobs=1000`                | Obsolete – job counts are dynamically managed by batch size and CPU cores.             |
    | `s.ProcessPrestreamingRequests=1`   | Internally enabled when other streaming flags are active – redundant.                  |
    | `Slate.bAllowThrottling=0`          | Moved to internal Slate tick system in UE5.2 – `.ini` flag no longer affects anything. |
    | `r.D3D.RemoveUnusedInterpolators=1` | D3D11-specific – already handled by default in D3D12, has no effect there.             |
    ---
    ### ✅ Tip:
    You can safely **remove all of these lines** from your config to keep it clean and focused.

    1. Alkana
      Alkana
      • premium
      • 0 kudos
      Thank you chatgpt, did you actually check that this is real or did you just yolo copy paste this ?
    2. roflanko1
      roflanko1
      • member
      • 0 kudos
      Thank you chatgpt, did you actually check that this is real or did you just yolo copy paste this ?

      Thank you chatgpt, did you actually check that this is real or did you just wanted to look cool by saying somebody used chatgpt?
    3. emvol
      emvol
      • member
      • 0 kudos
      I used chatgpt, but also checked the entries..
    4. Beefhouzen
      Beefhouzen
      • member
      • 0 kudos
      disregarded at "i used chat gpt"
  2. n3L
    n3L
    • member
    • 0 kudos
    please fix this god awful lumen i cant take this boiling bs on my screen but in caves and outside areas with skylight being source it looks decent
    1. n1nj4p0w3r
      n1nj4p0w3r
      • member
      • 0 kudos
      [/Script/Engine.RendererOverrideSettings]
      r.Lumen.ScreenProbeGather.DownsampleFactor=16
      r.Lumen.ScreenProbeGather.TracingOctahedronResolution=32
      r.Lumen.ScreenProbeGather.FullResolutionJitterWidth=0.5
      r.Lumen.ScreenProbeGather.TemporalFilterProbes=1
      It reduces AO boiling significantly without significant price, if you want more - reduce r.Lumen.ScreenProbeGather.DownsampleFactor to 8 but it will tank performance by a lot increasing r.Lumen.ScreenProbeGather.TracingOctahedronResolution to 32 also might also reduce boiling, but i didn't test it yet, both options only applies in power of two, so middle values won't really make difference
      UPD: tried r.Lumen.ScreenProbeGather.TracingOctahedronResolution 32 and it does seems to work without issues reducing boiling even more.
    2. MojoRising420
      MojoRising420
      • member
      • 18 kudos
      Then turn off lumen.

      Your rendering it at a very low resolution hence the boiling.

      Try it at 4k DLAA, your gpu is too weak.
    3. n1nj4p0w3r
      n1nj4p0w3r
      • member
      • 0 kudos
      MojoRising420 i've just opened your stream, and your ingame lumen is boiling like hell, it's kind of hilarious to see after such an arrogant text.
      https://www.twitch.tv/mojorising/clip/ProductiveFriendlyOpossumHumbleLife-JEduS7BF4f0yBT51
  3. MIBMATRIX
    MIBMATRIX
    • member
    • 0 kudos
    Hi, I have 2 AMD GPUs installed. The game uses GPU 2. And I need to use GPU 1. Is it possible to register this in the Engine.ini file?. All other methods do not help.
  4. DerekReese
    DerekReese
    • member
    • 3 kudos
    I don’t have the game, could you by any chance check if we can use Reshade with add on support ? 

    I use it to enable the shader toggler add-on in order to hide HUD elements. 

    Thanks !
    1. jijidasu
      jijidasu
      • supporter
      • 0 kudos
      Not the author, but I can confirm that add-on support does not work - gets flagged by EAC.
      Until someone finds a workaround, there probably isn't a way to disable HUD elements selectively.
    2. DerekReese
      DerekReese
      • member
      • 3 kudos
      That's what I was afraid of. Thank you for the feedback.

      This is becoming a common issue. Developers do not add the proper HUD toggle options, gamers have a workaround but it is not allowed. 
      The same thing happened with Predator: Hunting Grounds.
    3. BigEx20
      BigEx20
      • premium
      • 13 kudos
      Dune uses BattlEye btw.
    4. DerekReese
      DerekReese
      • member
      • 3 kudos
      Unfortunately, one of the worst.
    5. gorunnus
      gorunnus
      • supporter
      • 3 kudos
      You can use dynamic HUD in the game, it selectively hides UI elements which are not in use (aka hotbar, health, stamina).
      Additionally, you can disable altogether hotbar and use radial menu.

      Not the best solution sadly but.. its better than nothing. 
    6. DerekReese
      DerekReese
      • member
      • 3 kudos
      Yeah I know but it far from enough to me. In general I like to just keep the crosshair/reticle.
  5. LunaticPhoenix
    LunaticPhoenix
    • member
    • 0 kudos
    Amazing man. I wanted to play the game with my friends but the game literally have enless stuttering, bad connection and soo f*#@ing bad fps, and now go soo smoth that is another game literally. I was almoust to refund the game, but with this i can play with my friens, and i am telling then to try this as well. Thanks alot for the duration that works until a update, really thank you, man. 
  6. DeepSpaceNova
    DeepSpaceNova
    • premium
    • 1 kudos
    Had battle eye is outdated error kicking me from the server I was on when logging on "if you crash or have issues try removing the "PSO" lines at the top!" fixed my problem. Thank you.
    1. DeepSpaceNova
      DeepSpaceNova
      • premium
      • 1 kudos
      sadly still get the warning then i get kicked from server :(
    2. devlaz
      devlaz
      • member
      • 3 kudos
      Engine.ini has nothing to do with Battleye.  I would verify your game files through Steam and make sure you don't have a firewall or antivirus that is blocking something.
  7. InfestDead666
    InfestDead666
    • premium
    • 0 kudos
    Does it need to be set to read only or anything?
    1. dotyerts
      dotyerts
      • member
      • 4 kudos
      No it does not. Every new patch will change some of the lines slightly anyway whenever you launch the game. 
  8. AnthonyBaldwin
    AnthonyBaldwin
    • premium
    • 0 kudos
    Folks shouldn't be installing mods if they can't figure out their username ;), but this is helpful for a quick copy/paste:

    • Win+R
    • %LOCALAPPDATA%\DuneSandbox\Saved\Config\WindowsClient

  9. GreenFabre
    GreenFabre
    • member
    • 0 kudos
    Thank you! It worked for me in this new patch! Exactly what I was looking for
  10. vladtdr
    vladtdr
    • member
    • 0 kudos
    it didnt work for me yesterday, it said something about a version missmatch, is the latest patch compatible with the one released today? servers are down now, also does anyone know how i can trigger the shader compilation from scratch again? tnx