You can see what the engine does when you chose between Scalable
and Maximum
in the function FHardwareTargetingModule::GatherSettings
. I don’t know if its the only place where the engine edit’s the .ini
files using the selected Quality Preset.
Showing here only the differences between the two DefaultEngine.ini
when creating a blank project in 5.4.4.
Scalable Desktop
[/Script/Engine.RendererSettings]
r.Mobile.ShadingPath =0
r.Mobile.AllowDeferredShadingOpenGL =False
r.Mobile.SupportGPUScene =False
r.Mobile.AntiAliasing =1
r.Mobile.FloatPrecisionMode =0
r.Mobile.AllowDitheredLODTransition =False
r.Mobile.VirtualTextures =False
r.DiscardUnusedQuality =False
r.AllowOcclusionQueries =True
r.MinScreenRadiusForLights =0.030000
r.MinScreenRadiusForDepthPrepass =0.030000
r.MinScreenRadiusForCSMDepth =0.010000
r.PrecomputedVisibilityWarning =False
r.TextureStreaming =True
Compat.UseDXT5NormalMaps =False
r.VirtualTextures =False
r.VT.EnableAutoImport =True
r.VirtualTexturedLightmaps =False
r.VT.AnisotropicFiltering =False
bEnableVirtualTextureOpacityMask =False
r.VT.TileSize =128
r.VT.TileBorderSize =4
r.vt.FeedbackFactor =16
WorkingColorSpaceChoice =sRGB
RedChromaticityCoordinate =( X =0.640000, Y =0.330000)
GreenChromaticityCoordinate =( X =0.300000, Y =0.600000)
BlueChromaticityCoordinate =( X =0.150000, Y =0.060000)
WhiteChromaticityCoordinate =( X =0.312700, Y =0.329000)
r.ClearCoatNormal =False
r.ReflectionCaptureResolution =128
r.ReflectionEnvironmentLightmapMixBasedOnRoughness =True
r.Lumen.HardwareRayTracing =False
r.Lumen.HardwareRayTracing.LightingMode =0
r.Lumen.TranslucencyReflections.FrontLayer.EnableForProject =False
r.Lumen.TraceMeshSDFs =1
r.Lumen.Reflections.HardwareRayTracing.Translucent.Refraction.EnableForProject =True
r.RayTracing =False
r.RayTracing.Shadows =False
r.RayTracing.UseTextureLod =False
r.PathTracing =True
r.GenerateMeshDistanceFields =True
r.DistanceFields.DefaultVoxelDensity =0.200000
r.Nanite.ProjectEnabled =True
r.AllowStaticLighting =True
r.NormalMapsForStaticLighting =False
r.ForwardShading =False
r.VertexFoggingForOpaque =True
r.SeparateTranslucency =True
r.TranslucentSortPolicy =0
TranslucentSortAxis =( X =0.000000, Y =-1.000000, Z =0.000000)
r.LocalFogVolume.ApplyOnTranslucent =False
xr.VRS.FoveationLevel =0
xr.VRS.DynamicFoveation =False
r.CustomDepth =1
r.CustomDepthTemporalAAJitter =True
r.PostProcessing.PropagateAlpha =0
r.DefaultFeature.Bloom =True
r.DefaultFeature.AmbientOcclusion =True
r.DefaultFeature.AmbientOcclusionStaticFraction =True
r.DefaultFeature.AutoExposure =False
r.DefaultFeature.AutoExposure.Method =0
r.DefaultFeature.AutoExposure.Bias =1.000000
r.DefaultFeature.LocalExposure.HighlightContrastScale =0.800000
r.DefaultFeature.LocalExposure.ShadowContrastScale =0.800000
r.DefaultFeature.MotionBlur =False
r.DefaultFeature.LensFlare =False
r.TemporalAA.Upsampling =True
r.AntiAliasingMethod =0
r.MSAACount =4
r.DefaultFeature.LightUnits =1
r.DefaultBackBufferPixelFormat =4
r.ScreenPercentage.Default =100.000000
r.ScreenPercentage.Default.Desktop.Mode =1
r.ScreenPercentage.Default.Mobile.Mode =0
r.ScreenPercentage.Default.VR.Mode =0
r.ScreenPercentage.Default.PathTracer.Mode =0
r.Shadow.UnbuiltPreviewInGame =True
r.StencilForLODDither =False
r.EarlyZPass =3
r.EarlyZPassOnlyMaterialMasking =False
r.Shadow.CSMCaching =False
r.DBuffer =True
r.ClearSceneMethod =1
r.VelocityOutputPass =0
r.Velocity.EnableVertexDeformation =2
r.SelectiveBasePassOutputs =False
bDefaultParticleCutouts =False
fx.GPUSimulationTextureSizeX =1024
fx.GPUSimulationTextureSizeY =1024
r.AllowGlobalClipPlane =False
r.GBufferFormat =1
r.MorphTarget.Mode =True
r.MorphTarget.MaxBlendWeight =5.000000
r.SupportSkyAtmosphere =True
r.SupportSkyAtmosphereAffectsHeightFog =True
r.SupportLocalFogVolumes =True
r.SupportCloudShadowOnForwardLitTranslucent =False
r.LightFunctionAtlas.Format =0
r.VolumetricFog.LightFunction =True
r.Deferred.UsesLightFunctionAtlas =False
r.SingleLayerWater.UsesLightFunctionAtlas =False
r.Translucent.UsesLightFunctionAtlas =False
r.Translucent.UsesIESProfiles =False
r.Translucent.UsesRectLights =False
r.GPUCrashDebugging =False
vr.InstancedStereo =False
r.MobileHDR =True
vr.MobileMultiView =False
r.Mobile.UseHWsRGBEncoding =False
vr.RoundRobinOcclusion =False
r.MeshStreaming =False
r.HeterogeneousVolumes =True
r.HeterogeneousVolumes.Shadows =False
r.Translucency.HeterogeneousVolumes =False
r.WireframeCullThreshold =5.000000
r.SupportStationarySkylight =True
r.SupportLowQualityLightmaps =True
r.SupportPointLightWholeSceneShadows =True
r.Shadow.TranslucentPerObject.ProjectEnabled =False
r.Water.SingleLayerWater.SupportCloudShadow =False
r.Substrate =False
r.Substrate.OpaqueMaterialRoughRefraction =False
r.Substrate.Debug.AdvancedVisualizationShaders =False
r.Material.RoughDiffuse =False
r.Material.EnergyConservation =False
r.OIT.SortedPixels =False
r.HairStrands.LODMode =True
r.SkinCache.CompileShaders =False
r.SkinCache.SkipCompilingGPUSkinVF =False
r.SkinCache.DefaultBehavior =1
r.SkinCache.SceneMemoryLimitInMB =128.000000
r.Mobile.EnableStaticAndCSMShadowReceivers =True
r.Mobile.EnableMovableLightCSMShaderCulling =True
r.Mobile.Forward.EnableLocalLights =1
r.Mobile.Forward.EnableClusteredReflections =False
r.Mobile.EnableNoPrecomputedLightingCSMShader =True
r.Mobile.AllowDistanceFieldShadows =True
r.Mobile.AllowMovableDirectionalLights =True
r.Mobile.EnableMovableSpotlightsShadow =False
r.GPUSkin.Support16BitBoneIndex =False
r.GPUSkin.Limit2BoneInfluences =False
r.SupportDepthOnlyIndexBuffers =True
r.SupportReversedIndexBuffers =True
r.Mobile.AmbientOcclusion =False
r.Mobile.DBuffer =False
r.GPUSkin.UnlimitedBoneInfluences =False
r.GPUSkin.AlwaysUseDeformerForUnlimitedBoneInfluences =False
r.GPUSkin.UnlimitedBoneInfluencesThreshold =8
DefaultBoneInfluenceLimit =( Default =0, PerPlatform =())
MaxSkinBones =( Default =65536, PerPlatform =(( "Mobile" , 256)))
r.Mobile.PlanarReflectionMode =0
r.Mobile.SupportsGen4TAA =True
bStreamSkeletalMeshLODs =( Default =False, PerPlatform =())
bDiscardSkeletalMeshOptionalLODs =( Default =False, PerPlatform =())
VisualizeCalibrationColorMaterialPath =/Engine/EngineMaterials/PPM_DefaultCalibrationColor.PPM_DefaultCalibrationColor
VisualizeCalibrationCustomMaterialPath =None
VisualizeCalibrationGrayscaleMaterialPath =/Engine/EngineMaterials/PPM_DefaultCalibrationGrayscale.PPM_DefaultCalibrationGrayscale
[/Script/HardwareTargeting.HardwareTargetingSettings]
DefaultGraphicsPerformance =Scalable
AppliedDefaultGraphicsPerformance =Scalable
Maximum Desktop
[/Script/Engine.RendererSettings]
r.Mobile.EnableNoPrecomputedLightingCSMShader =True
r.GenerateMeshDistanceFields =True
r.DefaultFeature.LocalExposure.HighlightContrastScale =0.8
r.DefaultFeature.LocalExposure.ShadowContrastScale =0.8
[/Script/HardwareTargeting.HardwareTargetingSettings]
DefaultGraphicsPerformance =Maximum
AppliedDefaultGraphicsPerformance =Maximum