WuWa Config Command Info

Last update: 15 April 2026

UE4 Default Commands (Some not available in WuWa) | WuWa Commands

; Forcing Anisotropic Filtering x16 for AMD GPUs doesn't work
; Forcing AFx16 through NVIDIA Control Panel works on NVIDIA GPUs (Does not work for RTX 50 series, will cause textures to have red / pink tint)

; For RTX 50 Series / AMD GPUs with FSR3 place this command in Engine.ini instead
r.MipMapLODBias=-2

The command r.MaxAnisotropy doesn't work even when set to 16. Changing anisotropic filtering / mip bias improves texture details.

af_compare
Anisotropic Filtering Image Comparison 1
af_compare
Anisotropic Filtering Image Comparison 2

; Default - 1.0, higher value = prioritize loading higher resolution textures
; Lower value = less priority loading high resolution textures
r.Streaming.MinBoost=2.0

; Sets texture pool size, size in MB
; When set to 0, the pool size will be unlimited (uses a lot of VRAM)
r.Streaming.PoolSize=1536

; Enable or disable Kuro Streaming Priority
; 0: Off, 1: Retention Only, 2: Load Only, 3: Both Retention and Load (Default)
; Off can cause Smartprint Cube Reboot textures to load slowly but fixes Aemeath Resonance Liberation Exostrider armor not loading
r.Streaming.UsingKuroStreamingPriority=0

; Limits how many mipmaps are kept in memory
; Default value - 8 for mesh, 15 for texture
r.streaming.MeshMaxKeepMips=15
r.streaming.TextureMaxKeepMips=15

; Adjust object details, lower value = better far object detail
; Using values lower than 0.5 can cause ground texture to flicker
r.StaticMeshLODDistanceScale=0.7

; 0: Low (does not work, will cause textures to not load), 1: High, 2: Medium
r.MaterialQualityLevel=1
r.KuroMaterialQualityLevel=1

; Higher value = more objects rendered and better textures at a distance
; Limit seems to be 1.0, didn't notice any change using a higher value
wp.Runtime.PlannedLoadingRangeScale=1.0

If textures are still blurry you can increase streaming boost and pool size but if it's too high you'll get FPS drops due to hitting the VRAM limit (Lahai Roi uses more VRAM compared to older areas)

streaming_boost
Streaming Boost Image Comparison

; Default value is 1 for both commands
r.ViewDistanceScale=2.0
foliage.LODDistanceScale=2.0

; Set distance before grass is culled
r.Kuro.Foliage.GrassCullDistanceMax=17500
r.Kuro.Foliage.Grass3_0CullDistanceMax=20000

Didn't notice much difference when using values above 5 for foliage LOD distance scale.

view_distance
View Distance Image Comparison
foliage_distance
Foliage LOD Distance Image Comparison

; 0: Off, 1: Low, 2: Medium, 3: High, 4: Very High
; Not included in config anymore as changing the quality doesn't seem to do anything
r.SSR.Quality=3

; 0.0 to 1.0 - Sets roughness level where SSR starts to fade out
; 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=0.01

; Set shadow resolution, higher costs more FPS
; Foliage / object shadow r.Shadow.MaxCSMResolution=2048
; Character shadow r.Shadow.PerObjectResolutionMax=1024
r.Shadow.PerObjectResolutionMin=1024

Default values used for per object shadow resolution is low which is the reason why it doesn't look great, setting per object resolution to 512 or 1024 is enough to make character shadows look better than default.

shadows
Shadow Resolution Image Comparison
shadow_radius
Shadow Radius Image Comparison

; Version 3.1 added Low/Medium/High for Capsule AO in game settings
Low - Capsule AO, DFAO Off
Medium - DFAO On (High Quality)
High - DFAO On (Very High Quality)

; 1 = Full res DFAO, 2 = Half res DFAO (Default)
r.AODownsampleFactor=2

; Default value is -1 (which sets it to 0.9)
; Higher value increases AO effect
r.AmbientOcclusion.Intensity=0.9

Enabled by default for High Quality and Ultra Quality preset, you can enable it through Engine.ini if you want. Added into in-game settings in version 3.1.

Full image comparison: DFAO Comparison 1 | DFAO Comparison 2

dfao
DFAO Image Comparison

; 0: Disable volume cloud | 1: Enable volume cloud
; Only applies in newer regions, get rids of the clouds at ground level
r.KuroVolumeCloudEnable=0

; Enable / disable Screen Space Fog Scattering
; 0 = Off, 1 = On (Default)
r.SSFS=1

volume_cloud
Volume Cloud Image Comparison

; Not included in config
; 0 = Hardware occlusion (Default), 1 = HZB Occlusion
r.HZBOcclusion=1

; Enable / disable Parallel Frustum Cull
; 0 = Off (Default), 1 = On
r.ParallelFrustumCull=1

; Enable / disable Parallel Occlusion Cull
; 0 = Off (Default), 1 = On
r.ParallelOcclusionCull=1

; Higher value = more objects culled
r.ScreenSizeCullRatioFactor=3

Game's default hardware occlusion culling is pretty bad especially in Vault Underground / Minos Sewers. Using HZB Occlusion reduces white spots when turning camera 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 images in the comparison were taken with default game settings.

kuro_tonemap
Kuro Tonemapping Image Comparison

Here's some image comparisons when changing in-game Auto Exposure setting to On / Off.

auto_exposure
Auto Exposure Image Comparison 1
auto_exposure2
Auto Exposure Image Comparison 2

; 0 = Off, 1 = On (Default for Balanced preset and above)
; New bloom used in Lahai-Roi
r.Kuro.KuroEnableFFTBloom=0
r.Kuro.KuroEnableToonFFTBloom=0

; 0 = Off (slightly lower bloom brightness without streak), 1 = On (Default)
r.Kuro.KuroBloomStreak=0

; 0 = Disable Lens Flare, 1 = Enable Lens Flare (Default)
r.EnableLensflareSceneSample=0

; 0 = Disable Depth of Field, 1 = Low, 2 = High (Default), 3 = Very High, 4 = Extremely High
r.DepthOfFieldQuality=0

; 0 = Off (Disable Chromatic Abberation), 1 = On (Default)
r.SceneColorFringeQuality=0

; 0 = Disable, 1 = FilmContrast, 2 = Vignette, 4 = Vignette + Film Grain
; Setting it to 1 disables Film Grain and Vignette (can make certain scenes brighter)
r.Tonemapper.Quality=1

; Controls how often the animation updates
; 0 = Use default speed, 1 = Animation updates every frame, fixes low FPS animation for certain NPCs
a.URO.ForceAnimRate=1

; Changes object details, lights and particle effects
; 0 = low, 1 = medium, 2 = high
r.DetailMode=2

; Affects UI quality even at native res
; 3 is best quality, some GPUs have it set to a lower value by default
; Using value above 3 causes parts of UI to glitch
r.Upscale.Quality=3

; Enable / disable material or mesh Variable Rate Shading
; Default true
r.VRS.EnableMaterial=false
r.VRS.EnableMesh=false

; Adjust light shaft resolution
; Value from 1 to 8 (default 2), higher value = lower resolution
r.LightShaftDownSampleFactor=1

; Adjust volumetric light quality
; Higher value = lower quality, default value is 4 for both
r.KuroVolumetricLight.ColorMaskDownSampleFactor=1
r.KuroVolumetricLight.DownSampleFactor=1

; Enable water ripples when flying close/casting skill
; 0 = Off, 1 = On (Default)
r.Kuro.InteractionEffect.UseCppWaterEffect=1

; Optimize draw calls for foliage density LOD scale
; 0 = Off (Default), 1 = On
foliage.DensityScaleLOD.DrawCallOptimize=1

; Set height before light turns off / object despawn in flight mode
wp.Runtime.SoraGridBlackListHeight=20000

; Place the commands in Engine.ini under [SystemSettings]

; 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=0.03

; 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
; Global material roughness bias for Lumen Reflections, 1 is fully mirror
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]

; Set distance before NPC disappears (Default 6000)
; Doesn't work for all NPCs, some have a set distance
r.Kuro.NpcDisappearDistance=20000

; When enabled, blueprint tick is managed by time budget (Default true)
; Turning this off fixes low FPS animation for certain things in Lahai-Roi but disables interactive objects in Honami (e.g., umbrella) and Lahai-Roi (e.g., ball)
Kuro.Blueprint.EnableGameBudget=false

; Reflex Mode - 1 = low latency, 2 = low latency with boost
; Does not work for RTX 40/50 series due to Frame Generation but if you need Reflex only you can delete nvngx_dlssg.dll to disable FG when turned on (Don't open the game with launcher, it will probably verify files and redownload)
t.Streamline.Reflex.HandleMaxTickRate=true
t.Streamline.Reflex.Enable=1
t.Streamline.Reflex.Mode=1

; Force enable DLAA
; Switching to Quality/Balanced/Performance mode in settings doesn't work when using this
r.NGX.DLAA.Enable=1

; Using ReBar increases VRAM usage
; Choose either option below for "rBAR - Size Limit", FPS boost is similar
0x000000000C800000 (Returnal, Diablo 4) = 200MB
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 200MB 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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