WuWa Config Command Info

Last updated: 28 June 2025

; 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.

af_compare
Anisotropic Filtering Image Comparison

; Default - 1.0, higher value = prioritize loading higher resolution textures
; Lower value = less priority loading high resolution textures
r.Streaming.Boost=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)

streaming_boost
Streaming Boost Image Comparison

; 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

Kuro material when set to medium (default for minimum requirement GPUs or lower) has bad environment LOD in certain spots. No clue if it's a recent change with patch 2.4 but FPS hit is minimal using high.

material_quality
Kuro Material Quality Image Comparison

; 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.

view_distance
View Distance Image Comparison
foliage_distance
Foliage LOD Distance Image Comparison

; Don't remember the exact FPS numbers, too lazy to retest
; Option 1 - 125FPS | Option 2 - 132FPS | Option 3 - 138FPS | Option 4 - 145FPS

; 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&400&300&400&1000&4000&250&400&500&250&650&800&850&1000&90&120&150&250&80&160&200&200&1000&4000&75&120&200&900&1250

; Option 4
wp.Runtime.OverrideMultipleRuntimeGridLoadingRangeValues=80&400&200&300&1000&3000&150&250&350&150&400&600&700&750&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)

wp_runtime
Far Object Rendering Image Comparison

; 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
r.SSR.MaxRoughness=1.0

; 0: Use full res scene color, 1: Use half res scene color
r.SSR.HalfResSceneColor=0

reflections
Reflections Image Comparison

; Set shadow view distance
r.Shadow.DistanceScale=0.7

; Lower values increases the amount of shadow
r.Shadow.RadiusThreshold=0.022

; 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.

shadows
Shadows Image Comparison

; 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.

fog
Fog Image Comparison
volume_cloud
Volume Cloud Image Comparison

; 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.

kuro_tonemap
Fog Image Comparison

; Enable water ripples when flying close/casting skill
r.Kuro.InteractionEffect.UseCppWaterEffect=1

; Flicker light actor update rate, lower = more frequent updates
r.Kuro.FlickerLightActorTickFactor=2.4

; 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

; Force in game animations to match FPS, higher value = lower FPS animations
a.URO.ForceAnimRate=1

; Adjust object details, lower value = better quality
r.StaticMeshLODDistanceScale=0.7

; Enable / disable Screen Space Fog Scattering
; Pass amount recommended values - 8 for 1080p, 9 for 1440p, 10 for 4K
r.SSFS=1
r.SSFS.PassAmount=10

; I have no clue, no official info provided
r.BBM.BoundsScale=0.9

Not going to write an explanation for this. Epic has provided plenty of info on their site which can be found here -> Lumen Performance Guide



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