; Forcing Anisotropic Filtering x16 for AMD GPUs doesn't work
; Forcing AFx16 through NVIDIA Control Panel works fine on NVIDIA GPUs (Does not work for RTX 50 series)
; For RTX 50 Series use this command instead since AFx16 doesn’t work
r.MipMapLODBias=-2
; For AMD GPUs only
; r.FidelityFX.FSR.RCAS.Sharpness - 0 = sharpest, 0.2 (default), higher = less sharp
; Set r.FidelityFX.FSR.RCAS.Enabled to 0 if you use sharpening through Control Panel
r.FidelityFX.FSR.SecondaryUpscale=1
r.FidelityFX.FSR.MipBias.Method=2
r.FidelityFX.FSR.MipBias.Offset=-2
r.FidelityFX.FSR.RCAS.Enabled=1
r.FidelityFX.FSR.RCAS.Sharpness=2.0
The command r.MaxAnisotropy
doesn't work properly even when it is set to 16. Changing anisotropic filtering / mip bias improves texture details at a distance.

; Default - 1.0, higher value = prioritize loading higher resolution textures
; Lower value = less priority loading high resolution textures
r.Streaming.MinBoost=4.0
This fixes the low quality banners and billboards at Septimont. With value 4.0, it increases VRAM usage by around 500MB (1080p) / 1GB (1440p)

; Default view distance / foliage LOD distance value is 1
; Default - 145FPS | View distance 2 - 140FPS | View distance 2 + foliage distance 2 - 133FPS
r.ViewDistanceScale=2
foliage.LODDistanceScale=2
Didn't notice much difference when using values above 3 for view distance / 5 for LOD distance scale.


; FPS for each option, difference may vary depending on GPU
; Option 1 - 110FPS | Option 2 - 117FPS | Option 3 - 130FPS | Option 4 - 134FPS
; Option 1
wp.Runtime.OverrideMultipleRuntimeGridLoadingRangeValues=200&400&600&800&1500&5000&500&800&1000&500&800&1000&1400&3000&150&240&500&600&80&280&200&200&1500&5000&100&160&200&1500&5000
; Option 2
wp.Runtime.OverrideMultipleRuntimeGridLoadingRangeValues=150&400&450&600&1500&5000&500&600&1000&500&650&800&1000&1500&120&150&200&350&80&280&200&200&1500&5000&100&160&200&1000&1500
; Option 3
wp.Runtime.OverrideMultipleRuntimeGridLoadingRangeValues=100&200&300&400&1500&4000&250&400&500&250&650&800&850&1250&90&120&150&250&80&160&200&200&1000&4000&75&120&200&900&1250
; Option 4
wp.Runtime.OverrideMultipleRuntimeGridLoadingRangeValues=80&200&200&300&1000&3000&150&250&350&150&400&600&700&1000&80&90&100&150&80&160&200&200&500&3000&50&80&200&750&1000
By using lower values you can see that there are less trees in the distance. From left to right: 80, 100, 150, 200 (Labels at the bottom of image)

; 0: Off, 1: Low, 2: Medium, 3: High, 4: Very High
r.SSR.Quality=3
; 0.0 to 1.0 - higher value more objects in reflections
; Default value - 0.6
r.SSR.MaxRoughness=1.0
; 0: Use full res scene color, 1: Use half res scene color
r.SSR.HalfResSceneColor=0

; Lower values increases the amount of shadow
r.Shadow.RadiusThreshold=0.02
; Set shadow resolution, higher costs more FPS
r.Shadow.MaxCSMResolution=2048
r.Shadow.MinResolution=2048
r.Shadow.PerObjectShadowMapResolution=2048
r.Shadow.PerObjectResolutionMax=2048
r.Shadow.PerObjectResolutionMin=2048
Default values used for minimum shadow resolution is low which is the reason why it doesn't look great, using 1024 is enough to make it look decent.


; 0: Disable fog | 1: Enable fog
r.Fog=0
; 0: Disable volume cloud | 1: Enable volume cloud
; Only applies in newer regions, get rids of the clouds at ground level
r.KuroVolumeCloudEnable=0
In-game "Volumetric Fog" setting doesn't completely remove fog, didn't notice much change with it off. Only way to remove fog is to use those commands in Engine.ini.


; Not included in config by default
; 0 = Hardware occlusion (Default), 1 = HZB Occlusion
r.HZBOcclusion=1
Game's default hardware occlusion culling is pretty bad especially in Vault Underground / Minos Sewers. Using HZB Occlusion reduces white spots but drops FPS (for example 10 FPS lower in Ragunna), only a few areas maintain similar FPS.

; 0 = Off, 1 = Genshin, 2 = Death Stranding, 3 = Kuro (Default)
r.KuroTonemapping=3
All Comparisons done with default game settings. From left to right: 0 to 3, labels are at the bottom.

; 0 = Off, 1 = On (Default)
r.Kuro.AutoExposure=1
Turning off auto exposure can make the game really dark in certain areas, but it prevents other areas from becoming overly bright.

; 0: Low (does not work, will cause textures to not load), 1: High, 2: Medium (Yes the numbers are weird)
r.MaterialQualityLevel=1
r.KuroMaterialQualityLevel=1
; Enable water ripples when flying close/casting skill
; 0 = Off, 1 = On (Default)
r.Kuro.InteractionEffect.UseCppWaterEffect=1
; Changes object details, lights and particle effects
; 0 = low, 1 = medium, 2 = high
r.DetailMode=2
; Adjust foliage density type
; 0 = low, 1 = medium, 2 = high
foliage.DensityType=2
; Animation rate optimization
; 0 = Off, 1 = On (Default)
a.URO.Enable=0
; Adjust object details, lower value = better far object detail
r.StaticMeshLODDistanceScale=0.7
; Adjust light shaft resolution
; Value from 1 to 8, higher value = lower resolution
r.LightShaftDownSampleFactor=1
; Enable / disable Screen Space Fog Scattering
r.SSFS=1
; Group Hierarchical Instanced Static Meshes to reduce draw calls
; 0 = Off (Default), 1 = On
HISMBatcher.Enabled=1
HISMBatcher.MaxPoolSize=512
; Whether to uses low-memory LRU cache for character effects pool (Default true)
Kuro.CppEffectSystem.UseLowMemoryPlayerEffectLruCapacity=false
; Set distance before grass is culled
r.Kuro.Foliage.GrassCullDistanceMax=25000
; Set distance before NPC disappears
r.Kuro.NpcDisappearDistance=20000
; Set height before light turns off / object despawn? in flight mode
wp.Runtime.SoraGridBlackListHeight=20000
; Place the commands in Engine.ini under [SystemSettings] or [/Script/Engine.RendererRTXSettings]
; Lower values reduce ghosting from characters when near a wall/foliage for RT GI but increase flickering artifacts
; Default - 0.05 (Low & Medium) | 0.03 (High)
r.Lumen.ScreenProbeGather.Temporal.DistanceThreshold=0.005
; Use async compute for reflections, may improve performance for some GPUs
; 0 = Disable (Default), 1 = Enable
r.Lumen.Reflections.AsyncCompute=1
; 0 = Disable, 1 = Enable (Default)
; Turning this off fixes SSR-like problems (e.g. blocky character/object shadows) but some objects do not get reflected anymore
r.Lumen.Reflections.ScreenTraces=0
; Value from 0 to 1 | Default - 0.5
; Higher value will increase number of objects being reflected but lowers FPS
r.Lumen.Reflections.SmoothBias=1.0
For the rest of the commands you can find information in AMD / Epic site which can be found in the links below.
All commands listed are placed in Engine.ini under [SystemSettings]
; Enable NVIDIA Reflex
; Reflex Mode - 1 = low latency, 2 = low latency with boost
t.Streamline.Reflex.HandleMaxTickRate=true
t.Streamline.Reflex.Enable=1
t.Streamline.Reflex.Mode=1
; Force enable DLAA
; Using this command doesn't allow you to switch to Quality/Balanced/Performance mode in settings
r.NGX.DLAA.Enable=1
; To fix stuttering with menus when using DLSS Frame Gen
r.Streamline.DLSSG.RetainResourcesWhenOff=1
; Using ReBar increases VRAM usage, so make sure to check
; Choose either option below for "rBAR - Size Limit", FPS boost is similar
0x0000000012C00000 (The Riftbreaker) = 300MB
0x0000000040000000 (Red Dead Redemption 2) = 1GB
Forcing ReBar on for NVIDIA GPUs can help boost FPS a bit, currently using the 300MB option for native 1080p on RTX 3060 6GB Laptop. You can do this via NVIDIA Profile Inspector.
Link to download NVIDIA Profile Inspector: https://github.com/Orbmu2k/nvidiaProfileInspector/releases

