[/Script/OpenWorldStreaming.OpenWorldStreamingSettings] OverrideSceneGM=r.VolumetricCloud,0,1 ; 关闭体积云 OverrideSceneGM=r.VolumetricFog,0,1 ; 关闭体积雾 OverrideSceneGM=r.Shadow.DistanceScale,0.3,1 ; 大幅缩短阴影距离 OverrideSceneGM=r.Shadow.MaxResolution,256,1 ; 降低阴影分辨率 OverrideSceneGM=r.Shadow.CSM.MaxCascades,0,1 ; 关闭级联阴影 OverrideSceneGM=r.SSR.Quality,0,1 ; 关闭屏幕空间反射 OverrideSceneGM=r.AmbientOcclusionMethod,0,1 ; 关闭AO OverrideSceneGM=r.AmbientOcclusionLevels,0,1 ; 关闭环境光遮蔽 OverrideSceneGM=r.AntiAliasingMethod,0,1 ; 关闭抗锯齿 OverrideSceneGM=r.ViewDistanceScale,0.5,1 ; 降低视距 OverrideSceneGM=r.MaxAnisotropy,0,1 ; 关闭各向异性过滤 OverrideSceneGM=r.BloomQuality,0,1 ; 关闭泛光 OverrideSceneGM=r.MotionBlur.Max,0,1 ; 关闭运动模糊 OverrideSceneGM=r.DOF.Gather.Enable,0,1 ; 关闭景深 OverrideSceneGM=r.EyeAdaptationQuality,0,1 ; 关闭自适应曝光 OverrideSceneGM=r.RefractionQuality,0,1 ; 关闭折射 OverrideSceneGM=r.DynamicRes.Enabled,1,1 ; 开启动态分辨率 OverrideSceneGM=r.DetailMode,0,1 ; 细节模式最低 OverrideSceneGM=r.TemporalAACurrentFrameWeight,0,1 ; 关闭TAA OverrideSceneGM=r.TranslucencyLightingVolumeDim,16,1 ; 降低半透明体积 OverrideSceneGM=r.GBufferFormat,0,1 ; 降低GBuffer格式 OverrideSceneGM=r.SceneColorFormat,0,1 ; 降低场景色彩格式 OverrideSceneGM=r.BlurGBuffer,0,1 ; 关闭GBuffer模糊 OverrideSceneGM=foliage.DensityScale,0,1 ; 降低植被密度 OverrideSceneGM=r.FastShadowRejection,1,1 ; 快速阴影剔除 OverrideSceneGM=t.maxfps,165,1 ; 锁30帧 OverrideSceneGM=r.Shadow.DistanceScale,0.01,1 ; 阴影距离几乎为0 OverrideSceneGM=r.Shadow.MaxResolution,16,1 ; 阴影分辨率降到最低 OverrideSceneGM=r.Shadow.CSM.MaxCascades,0,1 ; 关闭级联阴影 OverrideSceneGM=r.Shadow.CSM.PerObjectShadowMode,0,1 ; 关闭物体阴影 OverrideSceneGM=r.Shadow.PerObjectShadowMode,0,1 ; 强制物体阴影关闭 OverrideSceneGM=r.Shadow.ForDynamicActors,0,1 ; 动态物体无阴影 OverrideSceneGM=r.ContactShadows,0,1 ; 关闭接触阴影 OverrideSceneGM=r.DistanceFieldShadowing,0,1 ; 关闭距离场阴影 OverrideSceneGM=r.RayTracing.Shadows,0,1 ; 关闭光追阴影 OverrideSceneGM=r.Shadow.Virtual.Enable,0,1 ; 关闭虚拟阴影贴图 OverrideSceneGM=r.DynamicShadows,0,1 ; 关闭全部动态阴影 OverrideSceneGM=r.DirectionalLightShadowMapEnable,0,1 ; 关闭方向光阴影 OverrideSceneGM=ShowFlag.DynamicShadows,0,1 ; 关闭动态阴影显示 OverrideSceneGM=ShowFlag.StaticShadows,0,1 ; 关闭静态阴影显示 OverrideSceneGM=r.ShadowQuality,0,1 ; 阴影质量0 OverrideSceneGM=ls.CSM.Enable,0,1 ; 关闭CSM OverrideSceneGM=r.Shadow.SpotTransition,0,1 ; 关闭点光源阴影过渡 OverrideSceneGM=r.Shadow.Virtual.Projection,0,1 ; 关闭虚拟阴影投影 OverrideSceneGM=r.SSR.Quality,0,1 ; 关闭屏幕空间反射(最核心) OverrideSceneGM=r.SSR.MaxRoughness,0,1 ; 反射粗糙度降到最低 OverrideSceneGM=r.SSR.HalfResSceneColor,0,1 ; 关闭半分辨率反射 OverrideSceneGM=r.SSR.StencilTest,0,1 ; 关闭反射模板测试 OverrideSceneGM=r.ReflectionMethod,0,1 ; 反射方法设为无 OverrideSceneGM=r.ReflectionEnvironment,0,1 ; 关闭环境反射 OverrideSceneGM=r.ReflectionCaptureResolutionScale,0.1,1 ; 反射捕捉分辨率缩到最小 OverrideSceneGM=r.ReflectionCapture.hasRoughness,0,1 ; 关闭反射捕捉粗糙度 OverrideSceneGM=r.EnvMapSamplingNumH,1,1 ; 环境贴图采样最少 OverrideSceneGM=r.EnvMapSamplingNumV,1,1 ; 环境贴图垂直采样最少 OverrideSceneGM=r.CubemapUpdates,0,1 ; 关闭立方体贴图(反射)更新 OverrideSceneGM=r.SkyLight,0,1 ; 关闭天光 OverrideSceneGM=r.SkyLight.AffectsGlobalIllumination,0,1 ; 天光不影响全局光照 OverrideSceneGM=r.Specular,0,1 ; 关闭高光 OverrideSceneGM=r.SpecularCylinderTighten,0,1 ; 降低高光范围 OverrideSceneGM=r.TranslucentLightingVolume,0,1 ; 关闭半透明光照 OverrideSceneGM=r.RefractionQuality,0,1 ; 关闭折射 OverrideSceneGM=r.GBufferFormat,0,1 ; 降低GBuffer格式(丢高光数据) OverrideSceneGM=r.TrueSkyQuality,0,1 ; 天空质量最低(去天空反射) OverrideSceneGM=r.SceneColorFringeQuality,0,1 ; 关闭色差 OverrideSceneGM=r.DistanceFieldAO,0,1 ; 关闭距离场AO OverrideSceneGM=r.ContactShadows,0,1 ; 关闭接触阴影 OverrideSceneGM=physics.DisableClothSimulation,1,1 OverrideSceneGM=r.MaxAnisotropy,1,1 OverrideSceneGM=r.MaterialQualityLevel,2,2 OverrideSceneGM=Foliage.OnlyLOD,9999,9999 OverrideSceneGM=grass.DensityScale,0,0 OverrideSceneGM=foliage.ForceLOD,2.3,2.3 OverrideSceneGM=foliage.MinimumScreenSize,0.6,0.6 OverrideSceneGM=grass.CullDistanceScale,0,0 OverrideSceneGM=r.Shadow.MaxCSMResolution,0,0 OverrideSceneGM=r.Shadow.RadiusThreshold,0,0 OverrideSceneGM=r.Shadow.SpotLightTransitionScale,0,0 OverrideSceneGM=r.RayTracing.GlobalIllumination,0,0 OverrideSceneGM=r.SkylightIntensityMultiplier,9,9 TG@XSHYSJ