; 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.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)

; 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.

; 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.


; 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)

; 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

; 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.

; 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.


; 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.

; 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