WuWa Config Command Info

Last update: 19 August 2025

UE4 Default Console Commands | WuWa Console Commands

; 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.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)

streaming_boost
Streaming Boost 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

; 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)

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
; 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

reflections
Reflections Max Roughness Image Comparison

; 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.

shadows
Shadow Resolution Image Comparison
shadow_radius
Shadow Radius 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

; 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.

hzb
HZB Occlusion 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

; 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.

auto_exposure
Auto Exposure 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

; 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

nvpi
How to apply using NVIDIA Profile Inspector
rebar
ReBar FPS Comparison


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