Unreal Engine 4 & 5 Console Variables and Commands


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Console Variables
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NameHelp
Input.ListAllHardwareDevicesLog all the platform's currently available FHardwareDeviceIdentifier
r.DistanceFields.SupportEvenIfHardwareRayTracingSupportedWhether to support distance fields when hardware ray tracing is supported.
Setting it to 0 will skip distance field overhead when hardware ray tracing is supported.
r.Lumen.HardwareRayTracingUses Hardware Ray Tracing for Lumen features, when available.
Lumen will fall back to Software Ray Tracing otherwise.
Note: Hardware ray tracing has significant scene update costs for
scenes with more than 100k instances.
r.Lumen.HardwareRayTracing.AsyncComputeWhether Lumen when using Hardware Ray Tracing should use async compute if supported (default = 0).
r.Lumen.HardwareRayTracing.FarFieldBiasDetermines bias for the far field traces. Default = 200
r.Lumen.HardwareRayTracing.InlineUses Hardware Inline Ray Tracing for selected Lumen passes, when available.
r.Lumen.HardwareRayTracing.LightingModeDetermines the lighting mode (Default = 0)
0: interpolate final lighting from the surface cache
1: evaluate material, and interpolate irradiance and indirect irradiance from the surface cache
2: evaluate material and direct lighting, and interpolate indirect irradiance from the surface cache
3: evaluate material, direct lighting, and unshadowed skylighting at the hit point
r.Lumen.HardwareRayTracing.MaxIterationsLimit number of ray tracing traversal iterations on supported platfoms.
Incomplete misses will be treated as hitting a black surface (can cause overocculsion).
Incomplete hits will be treated as a hit (can cause leaking).
r.Lumen.HardwareRayTracing.MaxTranslucentSkipCountDetermines the maximum number of translucent surfaces skipped during ray traversal (Default = 2)
r.Lumen.HardwareRayTracing.MinTraceDistanceToSampleSurfaceCacheRay hit distance from which we can start sampling surface cache in order to fix feedback loop where surface cache texel hits itself and propagates lighting.
r.Lumen.HardwareRayTracing.PullbackBiasDetermines the pull-back bias when resuming a screen-trace ray (default = 8.0)
r.Lumen.RadianceCache.HardwareRayTracingEnables hardware ray tracing for Lumen radiance cache (Default = 1)
r.Lumen.RadianceCache.HardwareRayTracing.IndirectEnables indirect dispatch for hardware ray tracing for Lumen radiance cache (Default = 1)
r.Lumen.RadianceCache.HardwareRayTracing.PersistentTracingGroupCountDetermines the number of trace tile groups to submit in the 1D dispatch
r.Lumen.RadianceCache.HardwareRayTracing.Retrace.FarFieldDetermines whether a second trace will be fired for far-field contribution (Default = 1)
r.Lumen.RadianceCache.HardwareRayTracing.TemporaryBufferAllocationDownsampleFactorDownsample factor on the temporary buffer used by Hardware Ray Tracing Radiance Cache. Higher downsample factors save more transient allocator memory, but may cause overflow and artifacts.
r.Lumen.Reflections.HardwareRayTracingEnables hardware ray tracing for Lumen reflections (Default = 1)
r.Lumen.Reflections.HardwareRayTracing.BucketMaterialsDetermines whether a secondary traces will be bucketed for coherent material access (default = 1
r.Lumen.Reflections.HardwareRayTracing.Default.GroupCountDetermines the active number of groups (Default = 1)
r.Lumen.Reflections.HardwareRayTracing.Default.ThreadCountDetermines the active number of threads (Default = 32768)
r.Lumen.Reflections.HardwareRayTracing.IndirectEnables indirect ray tracing dispatch on compatible hardware (Default = 1)
r.Lumen.Reflections.HardwareRayTracing.Retrace.FarFieldDetermines whether a second trace will be fired for far-field contribution (Default = 1)
r.Lumen.Reflections.HardwareRayTracing.Retrace.GroupCountDetermines the active number of groups for re-traces (Default = 1)
r.Lumen.Reflections.HardwareRayTracing.Retrace.HitLightingDetermines whether a second trace will be fired for hit-lighting for invalid surface-cache hits (Default = 0)
r.Lumen.Reflections.HardwareRayTracing.Retrace.ThreadCountDetermines the active number of threads for re-traces (Default = 32768)
r.Lumen.ScreenProbeGather.HardwareRayTracing0. Software raytracing of diffuse indirect from Lumen cubemap tree.1. Enable hardware ray tracing of diffuse indirect. (Default)
r.Lumen.ScreenProbeGather.HardwareRayTracing.AvoidSelfIntersectionTraceDistanceDistance to trace with backface culling enabled, useful when the Ray Tracing geometry doesn't match the GBuffer (Nanite Proxy geometry)
r.Lumen.ScreenProbeGather.HardwareRayTracing.Default.GroupCountDetermines the active number of groups (Default = 1)
r.Lumen.ScreenProbeGather.HardwareRayTracing.Default.ThreadCountDetermines the active number of threads (Default = 32768)
r.Lumen.ScreenProbeGather.HardwareRayTracing.IndirectEnables indirect ray tracing dispatch on compatible hardware (Default = 1)
r.Lumen.ScreenProbeGather.HardwareRayTracing.NormalBiasBias along the shading normal, useful when the Ray Tracing geometry doesn't match the GBuffer (Nanite Proxy geometry)
r.Lumen.ScreenProbeGather.HardwareRayTracing.Retrace.FarFieldDetermines whether a second trace will be fired for far-field contribution (Default = 1)
r.Lumen.ScreenProbeGather.HardwareRayTracing.SkipFirstTwoSidedHitDistanceWhen the AvoidSelfIntersectionTrace is enabled, the first Two sided material hit within this distance will be skipped. This is useful for avoiding self-intersections with the Nanite fallback mesh on foliage, as AvoidSelfIntersectionTrace doesn't work on two sided materials.
r.Lumen.ScreenProbeGather.ShortRangeAO.HardwareRayTracing0. Screen space tracing for the full resolution Bent Normal (directional occlusion).1. Enable hardware ray tracing of the full resolution Bent Normal (directional occlusion). (Default)
r.Lumen.ScreenProbeGather.ShortRangeAO.HardwareRayTracing.NormalBiasBias for HWRT Bent Normal to avoid self intersection
r.Lumen.TranslucencyVolume.HardwareRayTracingEnables hardware ray tracing for Lumen translucency volume (Default = 1)
r.Lumen.Visualize.HardwareRayTracingEnables visualization of hardware ray tracing (Default = 1)
r.Lumen.Visualize.HardwareRayTracing.BucketMaterialsDetermines whether a secondary traces will be bucketed for coherent material access (default = 1
r.Lumen.Visualize.HardwareRayTracing.CompactDetermines whether a second trace will be compacted before traversal (default = 1
r.Lumen.Visualize.HardwareRayTracing.DeferredMaterialEnables deferred material pipeline (Default = 1)
r.Lumen.Visualize.HardwareRayTracing.DeferredMaterial.TileDimensionDetermines the tile dimension for material sorting (Default = 64)
r.Lumen.Visualize.HardwareRayTracing.GroupCountDetermines the active group count when dispatching raygen shader (default = 4096
r.Lumen.Visualize.HardwareRayTracing.Retrace.FarFieldDetermines whether a second trace will be fired for far-field contribution (default = 1
r.Lumen.Visualize.HardwareRayTracing.Retrace.HitLightingDetermines whether a second trace will be fired for hit-lighting for invalid surface-cache hits (default = 1
r.Lumen.Visualize.HardwareRayTracing.ThreadCountDetermines the active group count when dispatching raygen shader (default = 64
r.LumenScene.DirectLighting.HardwareRayTracingEnables hardware ray tracing for Lumen direct lighting (Default = 1)
r.LumenScene.DirectLighting.HardwareRayTracing.GroupCountDetermines the dispatch group count
r.LumenScene.DirectLighting.HardwareRayTracing.HeightfieldProjectionBiasApplies a projection bias such that an occlusion ray starts on the ray-tracing heightfield representation.
r.LumenScene.DirectLighting.HardwareRayTracing.HeightfieldProjectionBiasSearchRadiusDetermines the search radius for heightfield projection bias. Larger search radius corresponds to increased traversal cost (default = 256).
r.LumenScene.DirectLighting.HardwareRayTracing.IndirectEnables indirect dispatch for hardware ray tracing (Default = 1)
r.LumenScene.DirectLighting.HardwareRayTracing.ShadowRayBiasBias for hardware ray tracing shadow rays.
r.LumenScene.Radiosity.HardwareRayTracingEnables hardware ray tracing for radiosity (default = 1).
r.LumenScene.Radiosity.HardwareRayTracing.AvoidSelfIntersectionTraceDistanceWhen greater than zero, a short trace skipping backfaces will be done to escape the surface, followed by the remaining trace that can hit backfaces.
r.LumenScene.Radiosity.HardwareRayTracing.IndirectEnables indirect dispatch for hardware ray tracing for radiosity (default = 1).
r.LumenScene.Radiosity.HardwareRayTracing.SlopeSurfaceBias.
r.LumenScene.Radiosity.HardwareRayTracing.SurfaceBias.
r.pso.PrecompileThreadPoolPercentOfHardwareThreadsIf > 0, use this percentage of cores (rounded up) for the PSO precompile thread pool
Use this as an alternative to r.pso.PrecompileThreadPoolSize
0 to disable threadpool usage when precompiling PSOs. (default)



Generated by:Unreal Engine 5 console command 'Help'
Version:0.95
Last Update:2023.09.24-18.16.28