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One of the most annoying but also most difficult things to eradicate from the PC Gaming Experience is Stuttering or more specifically when "Frametime" or "Framepacing" during gaming gets often interrupted by sudden "spikes" during the rendering flow which may automatically results in bad input response, sudden camera movements, VRR flicker and so a really bad experience overall if those "spikes" are frequent.

While more powerful hardware will for sure help in alleviating the issue by "brute forcing" it, often even the most extremely powerful hardware is not enough to fully get rid of it as many times it depends on how (badly) optimized the game itself is in actually leveraging the full capability of that hardware or by how many things are happening in the background in Windows more than with the game itself.

Here are my comprehensive suggestions to noticeably alleviate it and/or completely remove it from your games

1. Be sure to have a clean/debloated Windows 11 installation

For example you can read how much better is starting from scratch with a clean install using latest Windows 11 IoT Enterprise LTSC 2024 ISO (which is the only official, already debloated version of latest Windows 11) instead of regular "Pro/Home" versions -> here
Or if you already are on a Win11 Pro/Home version and don't want to clean install, read how to debloat it (in a safe way) here and here

2. Update/Optimize Windows 11, NVIDIA/AMD drivers and Games' Settings

Following my always updated guide here

3. Give all games "High Priority" (via Registry Tweak)

You can download this .reg file example for the new Silent Hill 2 remake to just double click and add to registry when asked. This will allow Silent Hill 2 execution file to always run on "High Priority" over other background applications (both for CPU/Disk/Bandwidth and RAM) which will noticeably contribute to improve the Frametime and avoid stutters, all without the need to use other applications or services like Process Lasso or other mods.

For adding a registry entry for any other game it's sufficient to open this .reg file with Notepad and just change the name of the .exe file according to the game you want to add next:



Then save it as a new .reg file and launch it in the exact same way also for it

For Unreal Engine games only, the correct .exe to add is always the one ending with "-Win64-Shipping", like in the case above

4. Close all other applications before starting a game

This may sound trivial, but it really helps. Especially closing game recording/streaming apps like OBS

5. Disable all Overlays except for RTSS (if you need it)

So Xbox Game Bar Performance Widget, Steam/EA Play/Ubisoft Connect/NVIDIA GeForce Experience overlays etc.
If you want to see real time statistics, just stick to RTSS which is the lightest and also the most reliable/unobtrusive of all

6. Add the following launch arguments for Steam games' shortcuts

If you have 8GB+ VRAM add this at the end of your game's shortcut (which should point directly to its .exe file):

-force -dx12 -xgeshadercompile -nothreadtimeout -NoVerifyGC


so it should look like this after pasting them:


if you have less than 8GB VRAM, past this instead:

-force -dx12 -xgeshadercompile -nothreadtimeout

7. Use my Universal Unreal Engine 4/5 Tweaks

Even in 2024, Unreal Engine still represents one of the main "offender" when it comes down to stuttering, even more now with Unreal Engine 5 when using all its new feature set (like Nanite + Lumen + Hardware Ray Tracing at the same time). This because the "base" engine Epic provides to devs is not automatically optimized for all hardwares or for the specific games that uses it, rightfully so I would say, but devs too often ignores to properly optimize it in this regard and just leave it as is, resulting in a stuttering experience for most, even on very high end PCs.

Luckily, UE is highly customizable even for end-users so I collected the most significant UE tweaks and optimizations we can do by ourselves without sacrificing visual quality or stability and which can work with any game by just copying all these lines to the bottom of each UE games' specific "Engine.ini" file. More specifically:

1 - Go to your File Explorer and paste the following: C:\Users\%username%\AppData\Local

2 - Now find the name of your game or the name of the developer/publisher of the game

3 - After that go into Saved > Config > WindowsClient or WindowsNoEditor or WinGDK (whichever one appears) then open up Engine.ini

4 - Copy the commands from the link above then paste them at the bottom of the Engine.ini file then exit and Save



Please pay attention to some comment lines after ";" which may be related to specific configurations (e.g. VRR usage, VRAM amount etc.), so change them accordingly to your hardware.

These tweaks will better utilize your CPU/GPU and HDD/SSD + RAM at the same time to keep the Frametime as low/flat as possible during gameplay.

As a bonus they will also improve the default Anisotropic Filtering & remove Film Grain & Chromatic Aberration, so games will not only run better but also look better :)

That said, there is still one caveat:

  • While most stutters should vanish after this, some games suffering of "traversal stutters" (which for example happen in the exact same spots when entering a new area of the game, leaving the previous) will still keep having them as that's just the way they were designed (like Wukong) and only a full Unreal Engine versioning upgrade would fix those (e.g. from UE 5.0/5.1 to 5.3/5.5), but that is only possible to be done by the devs themselves...


8. Add games to Windows 11 Graphics App List (and set them to Performance)

From Settings - System - Display - Graphics options, Manually add your games if those are not already in the list below and set their "GPU Preference" to "Best Performance".
Also ensure that Windowed optimizations are Enabled for them

9. After launching a game for the first time, open Xbox Game Bar settings and be sure to check "Remember this is a game"

This will make Windows 11 "Game Mode" work properly with the launched game and should be automatically checked.

But double check just in case.

Enjoy :)

-P

Files

Comments

techoptimized

UPDATE 2024/10/11: - Updated the .reg file to give games higher priority both for CPU, I/O, Bandwidth and RAM

Laurens

Can you just tell me how to do that should i download the file change the thing to win64 shipping and then save it and open the file with left click ? Don’t really understand how 😅

techoptimized

1. Download the .reg file (which is for Silent Hill 2 Remake) 2. If you have SH2, just double click on it and when asked to confirm click Yes/Ok to apply the Priority changes for it into Windows registry 3. If you want to do the same for another game, locate its .exe file (usually you can retrieve it from its desktop shortcut Properties) and copy its name 4. Right click on the SH2.reg file and click on "Edit with Notepad", then paste the name of the .exe you copied instead of the SH2 one in the highlighted fields 5. Exit notepad while Saving the changes 6. Double click on the file and apply the priority changes also for this game (like Step 2) For Unreal Engine games only, you don't need to use the .exe you find in the main folder, but the one which ends with "-Win64-Shipping" which is usually located in Main Folder - [Nameofthegame] - Binaries - Win64. That's all :)

Laurens

Thanks my friend I will try out right now and if I would use it with process lasso would it be the same effect ?

techoptimized

UPDATE 2024/10/12: - Further optimized Unreal Engine.ini file lowering input latency along with diminishing stutters, fixing VRAM increased usage (so now it should be the same as without the tweaks) and removing problematic lines (which led to textures issues and/or crashes), all without sacrificing graphics at all (PLEASE UPDATE IT IF YOU USE THE OLD VERSION) - Removed the suggestion to set Engine.ini file "Read-only" as it led to crashes in some games

Laurens

Should I paste the whole system settings or only until gpucrash debugging for ini files ?

techoptimized

You can paste everything. just have a look at the comments after ";" to tweak those values for your hardware (based on VRAM amount, VRR, refresh rate etc.)

Laurens

Yeah thanks mate your pc guide is the best by far of any I know my games run so smooth now thank you so much

techoptimized

UPDATE 2024/10/14: - Universal Unreal Engine Tweaks updated to v5 - Removed the line "r.HZBOcclusion: 1" as it made FPS drop in some circumstance - Fixed some typos

Laurens

One question paolo should I leave render scale in games at 100% or can I turn it higher and does that affect latency ?

techoptimized

Render scale % in games usually correspond to the Upscale "preset" in use. For example with DLSS: - Quality = 67% render scale - Balanced = 58% render scale - Performance = 50% render scale With DLSS specifically you don't need to go at native/100% or above 100% (supersampling) as with a 4K final output you can go as low as 50% render scale (so DLSS Performance) and will still look great (with DLSS version 3.7 and above + Preset E), which is amazing considering the performance boost you have with it ;)

Laurens

Thanks and for games like sparking zero where there is no dlss

techoptimized

UPDATE 2024/11/03: - Universal Unreal Engine Tweaks updated to v6 - Added suggested values for 24GB and 4GB VRAM GPUs

haris mohammad

How do I know if the exe registry edits are working and do I need to change the performance options in the registry? Or is the one you have for the silent hill 2 work as base values for other games?

techoptimized

The SH2 one I provide is the the base to change for all other games' .exe Just change the .exe names in the highlighted spots opening the reg file with Notepad and then save it as a new .reg file to launch/apply for other games. The changes will be applied for all next launches and will stay even if you uninstall/reinstall them in the future

haris mohammad

Is the launch argument edits only for steam games or any exe file?

haris mohammad

If a non unreal game had a engine in could I use those tweaks or only for unreal engine games?

haris mohammad

Just curious what does step 6 do for the game? As you just state what needs to be done and not the impact.

techoptimized

Step 6 will force a game to launch in DirectX 12 mode which, along with all my other settings, will include Full Screen Optimizations (also in Borderless Fullscreen), G-Sync, RTX HDR, NVIDIA Ultra Low Latency or Reflex and others Windows 11 benefits + the other commands will have additional shader pre-compilation to further diminish/eliminate stutters in-game.

haris mohammad

The rtx hdr command doesn't mess with in game hdr does it? As long as rtx hdr is off in Nvidia CP and pi?

haris mohammad

Is the PC gaming optimized guide and this one the only ones you plan to have right now for PC gaming? Or is there anything else planned for the future as it seems like you've hit everything.

techoptimized

For now I don't have anything else to suggest, but things are always moving tech wise so as soon as something new will arise I will cover it ;)

haris mohammad

Well when it happens please do as I'm a console gamer and am new to pc gaming and your guides have made my PC feel and look so good and play better than consoles ever could obviously lol.

haris mohammad

Apparently there is a command to turn on hdr in UE games. r.FullScreenMode=0 r.HDR.Display.MaxLuminance=1000 r.HDR.Display.MidLuminance=21.0 r.HDR.Display.MinLuminanceLog10=-8.0 r.HDR.Display.OutputDevice=3 r.HDR.EnableHDROutput=1 r.HDR.UI.Luminance=100 https://www.nexusmods.com/aquietplacetheroadahead/mods/1 I feel like maybe this should be in the commands or talked about for ages that are eUE but have no in game hdr.

techoptimized

That's cool but not so universal. Games must still be color graded / tone mapped with HDR in mind from the beginning otherwise just telling the engine to output HDR won't be enough for them to look good and/or native HDR

haris mohammad

Ah you're right, so I'm better off using autohrr or rtx hdr? Also no use with editing hdr in engine in if there is in game options?

Lep

Does doing the step 6 on steam instead of the desktop shortcut work the same way? I mean by rigth clicking on the concerned game, going to properties and pasting the launch options on the text box at the bottom

techoptimized

Yeah, better off with RTX HDR for SDR-only titles and also yes: better to edit HDR in-game if available and not in the .ini

techoptimized

UPDATE 2024/11/21: Universal Unreal Engine Tweaks updated to v7 with the following changes: - Fixed the longer shaders pre-compilation of UE games on launch (it's now actually faster than the base games' one) - Disabled mouse acceleration for best and most accurate "raw" mouse input/aiming - Added new optimization tweaks for additional FPS increase without any downgrade in visual quality - Removed redundant/obsolete tweaks

techoptimized

UPDATE 2024/11/22: Universal Unreal Engine Tweaks updated to v7.1 with the following change: - Deleted the line "r.OneFrameThreadLag=0" in order to fix random FPS drops (if you don't have an FPS drop with it, keep it in the file to noticeably lower input latency)

Yeonseok Ham

Here’s an analysis of the provided `Engine.ini` configuration in English. The settings are mostly correct, but there are some issues, including redundancy and inconsistent usage. Below are the key issues and suggested corrections: ### Identified Issues 1. **Duplicate Sections**: - The setting `s.AsyncLoadingThreadEnabled` appears twice: ```ini s.AsyncLoadingThreadEnabled=True s.AsyncLoadingThreadEnabled=1 ``` You only need one. Use either `True` or `1` for consistency, as they are equivalent. - The `[Engine.GarbageCollectionSettings]` and `[/Script/Engine.GarbageCollectionSettings]` sections appear separately. It would be best to merge them into one to avoid confusion. 2. **Section Consistency**: - The case of section names should be consistent. For example, `[Engine.GarbageCollectionSettings]` and `[/Script/Engine.GarbageCollectionSettings]` should match. To avoid potential issues, use consistent casing and merge these settings. 3. **Use of `[SystemSettings]`**: - The `[SystemSettings]` section is somewhat outdated in newer versions of Unreal Engine. You might want to replace it with more up-to-date sections like `[Engine.RendererSettings]` or `[/Script/Engine.RendererSettings]`. 4. **Redundant Settings**: - There are redundant settings defined in different sections. For instance, `r.Streaming.DefragDynamicBounds=1` is defined in multiple sections (`[SystemSettings]` and `[TextureStreaming]`). It is better to define it in only one section to keep the configuration clean and avoid confusion. 5. **Potential Obsolete Settings**: - Settings like `r.D3D11.UseAllowTearing` and `r.D3D12.UseAllowTearing` might not be applicable or may need to be verified for compatibility with the Unreal Engine version you are using. It is advisable to check if these settings are supported. 6. **Comment Handling**: - Comments are generally valid, but should be concise: ```ini t.MaxFPS=120 ; Only if your max refresh rate is 120hz, otherwise change it accordingly ``` Long comments may lead to misinterpretation or clutter, so try to make them brief. ### Suggested Improved Configuration Below is a refined version of the configuration file with resolved redundancy, improved consistency, and comments to improve maintainability: ```ini [/Script/Engine.RendererSettings] r.FidelityFX.FI.Enabled=1 r.AsyncCreateLightPrimitiveInteractions=1 r.RDG.AsyncCompute=1 r.AsyncPipelineCompile=1 r.AmbientOcclusion.AsyncComputeBudget=1 r.EnableAsyncComputeVolumetricFog=1 r.Streaming.UseAsyncRequestsForDDC=1 [Engine.GarbageCollectionSettings] gc.MinimalAsyncGarbageCollectionTime=0.3 gc.MultithreadedDestructionEnabled=1 [/Script/Engine.StreamingSettings] s.AsyncLoadingThreadEnabled=True s.AsyncLoadingUseFullTimeLimit=1 s.MinBulkDataSizeForAsyncLoading=0 s.PriorityAsyncLoadingExtraTime=0 s.AsyncLoadingTimeLimit=4 [ShaderCompiler] bAllowAsynchronousShaderCompiling=True bAllowCompilingThroughWorkerThreads=True NumUnusedShaderCompilingThreads=1 bAsyncShaderCompileWorkerThreads=True bEnableOptimizedShaderCompilation=True MaxShaderJobBatchSize=50 MaxShaderJobs=500 [TextureStreaming] r.TextureStreaming=1 r.Streaming.FullyLoadUsedTextures=1 r.Streaming.FullyLoadUsedTextures_Always=1 r.Streaming.DefragDynamicBounds=1 r.Streaming.FramesForFullUpdate=1 [Engine.InputSettings] RawMouseInputEnabled=1 bEnableMouseSmoothing=False bViewAccelerationEnabled=False [Core.System] r.XGEShaderCompile=1 r.XGEShaderCompile.Mode=3 r.IoDispatcher.CacheSize=4096 r.IoDispatcher.AsyncBatchReadSizeKB=4096 +Suppress=Scriptwarning +Suppress=Error +Suppress=Scriptlog +Suppress=Warning [CrashReportClient] bAgreeToCrashUpload=False bImplicitSend=False [Core.Log] LogPluginManager=off LogOnlineIdentity=off LogOnlineSession=off LogMemory=off LogPakFile=off LogTemp=off LogLinker=off LogOnline=off LogOnlineGame=off LogAnalytics=off LogConfig=off LogInteractiveProcess=off LogInput=off LogOnlineEntitlement=off LogOnlineEvents=off LogOnlineFriend=off LogOnlinePresence=off LogOnlineTitleFile=off LogOnlineUser=off Global=off [Engine.ErrorHandling] bPromptForRemoteDebugging=False bPromptForRemoteDebugOnEnsure=False [RenderingThread] bAllowThreadedRendering=True bAllowAsyncRenderThreadUpdates=True ``` ### Summary of Changes 1. **Merged Duplicate Sections**: Combined settings from duplicate sections to avoid redundancy. 2. **Maintained Consistent Section Names**: Unified section names to prevent case inconsistencies. 3. **Removed Deprecated `[SystemSettings]` Section**: Moved settings to more modern sections. 4. **Consolidated Redundant Settings**: Removed duplicate definitions across different sections. 5. **Improved Comment Clarity**: Ensured comments are clear and concise to reduce potential misinterpretations. This should help in maintaining a cleaner and more maintainable `Engine.ini` configuration file. ---------------------------------------------------------------- from chatgpt engine version 5.x

Yeonseok Ham

```ini [SystemSettings] t.MaxFPS=120 ; Only if your max refresh rate is 120hz, otherwise change it accordingly r.VSync=0 ; Only if you have VRR enabled on your display, otherwise delete it r.D3D11.UseAllowTearing=1 ; Only if you have VRR enabled on your display, otherwise delete it r.D3D12.UseAllowTearing=1 ; Only if you have VRR enabled on your display, otherwise delete it r.Streaming.PoolSize=12288 ; For 16GB VRAM. Adjust for different VRAM sizes: 24GB use 18432, 12GB use 9216, 8GB use 6144, 6GB use 4608, 4GB use 3072 r.MaxAnisotropy=16 r.Tonemapper.GrainQuantization=0 r.FilmGrain=0 r.NT.Lens.ChromaticAberration.Intensity=0 r.SceneColorFringeQuality=0 r.TemporalAACurrentFrameWeight=0.15 r.TemporalAASamples=8 r.TemporalAASharpness=0.9 r.Tonemapper.Sharpen=0.8 r.RHICmdBypass=0 r.GPUCrashDebugging=0 r.AllowMultiThreadedShaderCreation=1 r.TextureStreaming.MinTextureResidentMipCount=7 r.Streaming.HLODStrategy=2 r.Streaming.LimitPoolSizeToVRAM=1 r.Streaming.MipBias=0 r.RenderTargetPoolMin=400 r.GTSyncType=1 r.EarlyZPass=2 r.AllowOcclusionQueries=1 r.GBufferFormats=3 r.AsyncCompute=1 r.UseAsyncShaderPrecompilation=1 r.Streaming.DefragDynamicBounds=1 r.Streaming.UseAllMips=1 D3D12.MaximumFrameLatency=3 D3D12.AsyncDeferredDeletion=1 D3D12.AFRUseFramePacing=1 D3D11.MaximumFrameLatency=3 D3D11.AsyncDeferredDeletion=1 D3D11.AFRUseFramePacing=1 FX.AllowAsyncTick=1 FX.BatchAsync=1 FX.BatchAsyncBatchSize=8 FX.EarlyScheduleAsync=1 AllowAsyncRenderThreadUpdates=1 AudioThread.EnableBatchProcessing=1 AudioThread.BatchAsyncBatchSize=9999999 [ShaderCompiler] bAllowAsynchronousShaderCompiling=True bAllowCompilingThroughWorkerThreads=True NumUnusedShaderCompilingThreads=1 bAsyncShaderCompileWorkerThreads=True bEnableOptimizedShaderCompilation=True MaxShaderJobBatchSize=50 MaxShaderJobs=500 [/Script/Engine.Engine] bAllowMultiThreadedShaderCompile=True [DevOptions.Shaders] bAllowShaderCompilingWorker=True bOptimizeForLocalShaderBuilds=True WorkerThreadPriority=0 bUseBackgroundCompiling=True [TextureStreaming] r.TextureStreaming=1 r.Streaming.FullyLoadUsedTextures=1 r.Streaming.FullyLoadUsedTextures_Always=1 r.Streaming.DefragDynamicBounds=1 r.Streaming.FramesForFullUpdate=1 [Core.System] r.XGEShaderCompile=1 r.XGEShaderCompile.Mode=3 r.IoDispatcher.CacheSize=4096 r.IoDispatcher.AsyncBatchReadSizeKB=4096 +Suppress=Scriptwarning +Suppress=Error +Suppress=Scriptlog +Suppress=Warning [Engine.InputSettings] RawMouseInputEnabled=1 bEnableMouseSmoothing=False bViewAccelerationEnabled=False [RenderingThread] bAllowThreadedRendering=True bAllowAsyncRenderThreadUpdates=True [/Script/Engine.StreamingSettings] s.AsyncLoadingThreadEnabled=True s.AsyncLoadingUseFullTimeLimit=1 s.MinBulkDataSizeForAsyncLoading=0 s.PriorityAsyncLoadingExtraTime=0 s.AsyncLoadingTimeLimit=4 [Engine.GarbageCollectionSettings] gc.MultithreadedDestructionEnabled=1 gc.MinimalAsyncGarbageCollectionTime=0.3 [Engine.ErrorHandling] bPromptForRemoteDebugging=False bPromptForRemoteDebugOnEnsure=False [/script/akaudio.aksettings] bEnableMultiCoreRendering=True [CrashReportClient] bAgreeToCrashUpload=False bImplicitSend=False [Core.Log] LogPluginManager=off LogOnlineIdentity=off LogOnlineSession=off LogMemory=off LogPakFile=off LogTemp=off LogLinker=off LogOnline=off LogOnlineGame=off LogAnalytics=off LogConfig=off LogInteractiveProcess=off LogInput=off LogOnlineEntitlement=off LogOnlineEvents=off LogOnlineFriend=off LogOnlinePresence=off LogOnlineTitleFile=off LogOnlineUser=off Global=off ``` ### Summary of Changes 1. **Removed Duplicate Entries**: Removed redundant settings like `s.AsyncLoadingThreadEnabled` that were defined multiple times. 2. **Consolidated Settings**: Merged `[Engine.GarbageCollectionSettings]` into one section and ensured settings were placed in the correct, unified location. 3. **Modernized Comments**: Kept comments concise and to the point. 4. **Removed Unnecessary Sections**: Removed sections that are more relevant for newer engine versions or were duplicated. ### Key Notes for Unreal Engine 4.x - `[SystemSettings]` is a valid section in Unreal Engine 4.x, whereas Unreal Engine 5 moved more towards modular `[Script/...Settings]` structures. - `r.D3D11.*` and `r.D3D12.*` settings are applicable since Unreal Engine 4 supports both DirectX 11 and DirectX 12. - The settings provided in this version are optimized for Unreal Engine 4.x's rendering, shader compilation, and streaming needs, focusing on maximizing the performance for a typical high-performance system. This version should work more effectively for Unreal Engine 4.x and should be easier to maintain and adjust as needed. If you are planning to upgrade to Unreal Engine 5.x in the future, some of these settings will need to be adjusted accordingly. ------------------------------------------------------ from chatgpt engine version 4.x

techoptimized

UPDATE #2 - 2024/11/22: Universal Unreal Engine Tweaks updated to v8 with the following changes: - Added new CPU, RAM & SSD optimizations - Improved loading times - Re-Tweaked "r.Streaming.PoolSize" custom values based on VRAM for specific sizes & added suggested values for 11GB and 10GB VRAM cards - Re-introduced "r.OneFrameThreadLag=0" as it noticeably reduces input latency but this time shouldn't cause big FPS drops anymore (if it still does just remove this line) - Further overhauled all tweaks to remove redundancies and improve stability

haris mohammad

Bro how do you do this so often? Like personal testing or research? As I feel bad for you lol because of how often you do it and myself cause I gotta replace it all the time XD. Also why does oneframelag edit cause fps loss as it's my first time editing engine ini and I don't know what it really does? And is it for every game or a select game or select pcs etc?

techoptimized

I'm really passionate/enthusiast about these things so I'm having fun always pushing beyond the limits :) r.OneFrameThreadLag=0 does REALLY lower input latency, you will feel mouse movement but also controller response much more instant with this but the downside is that if you don't have a PC fast enough it may significantly drop FPS (and you will notice it immediately after applying it). In my case it doesn't but if that's your case, just remove that line and FPS will be back to normal

Laurens

I copied all of them and it worked like a charm but the only game that had problems was persona 3 reload some textures are not loading correctly the look blurred out ?

techoptimized

I've just uploaded v9 which should help in this regard, especially if you're using DLSS/FSR. See the changelog for more details: That said consider some games may be blurrier/sharper than others depending by how many filters devs used or as an artistic choice in general

techoptimized

UPDATE - 2024/11/23: Universal Unreal Engine Tweaks updated to v9 with the following changes: - Reduced pop-up/pop-in at distance - Reduced stutters in areas populated with many NPCs - Improved textures clarity when using DLSS/FSR - Further streamlined the .ini removing few duplicate lines and relocating some lines to correct sections

techoptimized

It's more a CPU + GPU combo but, yeah, you should (as it works perfectly on my 7800X3D + 4080) ;)

techoptimized

UPDATE - 2024/11/25: Universal Unreal Engine Tweaks updated to v9.1 with the following changes: - Further reduced input latency - Again, if you have a big FPS drop after the .ini replacement/change just delete the line "r.OneFrameThreadLag=0" in it

techoptimized

UPDATE - 2024/11/25: Universal Unreal Engine Tweaks updated to v10 with the following changes: - Added many new CPU, RAM & SSD optimizations - Decreased VRAM usage with new GPU optimizations - All UI and in-game Menus/Maps are now smoother - Removed the line "t.MaxFPS" as it wasn't working correctly. Use RTSS or NVIDIA Ultra Low Latency and/or Reflex to cap your FPS more effectively - Re-organized/Cleaned the .ini for better readability - Again, if you have a big FPS drop after the .ini replacement/change just delete the line "r.OneFrameThreadLag=0" in it

techoptimized

UPDATE - 2024/11/27: Universal Unreal Engine Tweaks updated to v10.1 with the following changes: - Added new optimizations + tweaked old parameters a bit more (for specific HW configurations) - Further reduced pop-up/pop-in - Removed slight over-sharpening artifacts - Cleaned the .ini a bit more - Again, if you have a big FPS drop after the .ini replacement/change just delete the line "r.OneFrameThreadLag=0" in it

techoptimized

UPDATE #2 - 2024/11/27: Universal Unreal Engine Tweaks updated to v10.2 with the following changes: - Finally found the root cause and fixed micro stutters once and for all! - Shaders Pre-Compilation is now faster (again) - Comment lines updated for some parameters - Minor bugfixes - Again, if you have a big FPS drop after the .ini replacement/change just delete the line "r.OneFrameThreadLag=0" in it

techoptimized

UPDATE - 2024/11/28: Universal Unreal Engine Tweaks updated to v11 with the following changes: - Fixed random ambience audio and background music dropouts - Minor tweaks to some parameters - Comment lines updated - Again, if you have a big FPS drop after the .ini replacement/change just delete the line "r.OneFrameThreadLag=0" in it

techoptimized

UPDATE - 2024/11/29: Universal Unreal Engine Tweaks updated to v11.1 with the following changes: - Added new async optimizations - Added new physics optimizations - Removed some outdated parameters - Again, if you have a big FPS drop after the .ini replacement/change just delete the line "r.OneFrameThreadLag=0" in it

Darren Firman

For those of us missing Engine.ini (Steam) are we using GameUserSettings?

techoptimized

Yes, put the lines at the bottom of it (but you can also create an Engine.ini and add it in the same folder at the same time to be sure)

techoptimized

UPDATE - 2024/11/30: Universal Unreal Engine Tweaks updated to v12 with the following changes: - Adjusted some parameters for additional performance improvements - Fixed a LoD regression - Fixed occasional crash during saves' loading - Fixed occasional crash during shaders precompilation - Fixed occasional crash during long gameplay sessions - Some comments updated - Made the .ini "future proof" with official game's patches - Again, if you have a big FPS drop after the .ini replacement/change just delete the line "r.OneFrameThreadLag=0" in it

techoptimized

UPDATE - 2024/12/02: Universal Unreal Engine Tweaks updated to v12.1 with the following changes: - Fixed remaining ambience audio and background music dropouts in specific scenarios - Added a single new CPU optimization - Again, if you have a big FPS drop after the .ini replacement/change just delete the line "r.OneFrameThreadLag=0" in it

techoptimized

UPDATE #2 - 2024/12/02: Universal Unreal Engine Tweaks updated to v12.2 with the following changes: - Fixed foliage/vegetation occlusion - Again, if you have a big FPS drop after the .ini replacement/change just delete the line "r.OneFrameThreadLag=0" in it

techoptimized

UPDATE - 2024/12/04: Universal Unreal Engine Tweaks updated to v13 with the following changes: - Added new CPU & Async optimizations - Completely disabled logs to reduce CPU overhead - Re-tweaked some parameters - Removed a line which didn't work properly - Again, if you have a big FPS drop after the .ini replacement/change just delete the line "r.OneFrameThreadLag=0" in it

techoptimized

UPDATE - 2024/12/05: Universal Unreal Engine Tweaks updated to v13.5 with the following changes: - Added new CPU & GPU optimizations - Re-gained some extra fps with no visual loss - Again, if you have a big FPS drop after the .ini replacement/change just delete the line "r.OneFrameThreadLag=0" in it - This is officially my final version of Unreal Engine Tweaks. I experimented A LOT more parameters but nothing actually improved things further than this (without sacrificing visuals). Enjoy! :)

techoptimized

UPDATE - 2024/12/07: Universal Unreal Engine Tweaks reverted to v13 - After many users' feedback on performance regression and crashes with 13.5 - v13 can now be considered my final version of Unreal Engine Tweaks. Sorry for the confusion and Enjoy :)

Charles Roe

I tried your tweaks with Spyro: Reignited Trilogy and unfortunately it crashes the game. I'm using the latest version of your tweaks. After I deleted engine.ini things worked perfectly.

techoptimized

Did you try v13? I tested that with various UE games (both 4 and 5) and always worked well but there may be issues with some. For those you'll have to find what lines exactly makes them crash, which could be difficult. You can either do that or just delete it like you did

techoptimized

UPDATE - 2024/12/09: Universal Unreal Engine Tweaks updated to v14 - Improved pop-up/pop-in of structures and vegetation as much as possible without affecting performance - Added new optimizations (including some new comment lines to tweak for your hardware) - Again, if you have a big FPS drop after the .ini replacement/change just delete the line "r.OneFrameThreadLag=0" in it - (Ok, ok, from now on I'll stop saying this will be the final version!) - Enjoy! :)

techoptimized

UPDATE - 2024/12/11: Universal Unreal Engine Tweaks updated to v15 - Added new CPU & GPU optimizations - Removed some problematic lines to increase stability - Removed a couple of duplicates - Again, if you have a big FPS drop after the .ini replacement/change just delete the line "r.OneFrameThreadLag=0" in it