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.
[/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.
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.
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.
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.
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.
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.
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.
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.
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
34 comments
---
### 🔹 **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.
Thank you chatgpt, did you actually check that this is real or did you just wanted to look cool by saying somebody used chatgpt?
[/Script/Engine.RendererOverrideSettings]
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,r.Lumen.ScreenProbeGather.DownsampleFactor=16
r.Lumen.ScreenProbeGather.TracingOctahedronResolution=32
r.Lumen.ScreenProbeGather.FullResolutionJitterWidth=0.5
r.Lumen.ScreenProbeGather.TemporalFilterProbes=1
but i didn't test it yet, both options only applies in power of two, so middle values won't really make differenceUPD: tried r.Lumen.ScreenProbeGather.TracingOctahedronResolution 32 and it does seems to work without issues reducing boiling even more.
Your rendering it at a very low resolution hence the boiling.
Try it at 4k DLAA, your gpu is too weak.
https://www.twitch.tv/mojorising/clip/ProductiveFriendlyOpossumHumbleLife-JEduS7BF4f0yBT51
I use it to enable the shader toggler add-on in order to hide HUD elements.
Thanks !
Until someone finds a workaround, there probably isn't a way to disable HUD elements selectively.
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.
Additionally, you can disable altogether hotbar and use radial menu.
Not the best solution sadly but.. its better than nothing.
%LOCALAPPDATA%\DuneSandbox\Saved\Config\WindowsClient