Adjusting Engine Feature Levels

Console Variables and Commands

Certain features can be toggled at run-time in the game console or the editor output log / console. A lot of console variables exist to scale the render quality for a wide range of platforms (look at BaseScalability.ini, use the editor UI, the sg. console variables or the Scalability console command).

The most useful ones for profiling:

Console Variable Description
r.SetRes To change the screen/window resolution.
r.VSync To enabled/disable VSync (might depend on native fullscreen).
r.ScreenPercentage To reduce the internal render resolution, the image gets upsamples in another pass, see above.
r.AllowOcclusionQueries To disable occlusion (can make scenes slower).
r.TiledDeferredShading Allows to turn off the tile based deferred lighting technique (GPU particle lights do not have a fallback).
r.TiledDeferredShading.MinimumCount Adjust how many lights we need to activate the tile based deferred lighting technique (no visual difference but can be a performance difference).
Pause Stop the game or matinee (much more reliable profiling but disables updates/ticks).
Slomo Allows to slow down or accelerate time.
r.VisualizeOccludedPrimitives Displays the bounding boxes of occluded primitives.
StartFPSChart StopFPSChart See below.
r.SeparateTranslucency The feature fixes translucency with depth of field, can be disabled if not needed, has other implications (reading SceneColor).
r.Tonemapper.GrainQuantization To disable the noise we add in the tonemapper to avoid color banding because of 8bit quantization, minor quality improvement, not needed when we output in 10:10:10.
r.SceneColorFormat Allows to use a different scenecolor format (default is 64bit for best quality and to support screenspace subsurface scattering).
FX.AllowGPUSorting To disable particle sorting (pays off when used for a lot of particles).
FX.FreezeParticleSimulation To disable the particle updates.
r.SSR.MaxRoughness Adjust the max roughness of Screen Space Reflections, to override the postprocess settings, see Show Flag VisualizeSSR.

Command Line Options

Certain features can be disabled on the command line e.g. UE4.exe -NoSound The most useful ones for profiling:

Commandline Option Description
-NoSound To disable the sound and music system.


To disable texture streaming (good to isolate where hitches are coming from).
-NoVerifyGC Otherwise expect massive hitching in Release builds at least every 30 seconds or so.
-NoVSync Gives faster rendering but can result in image tearing, especially important with high FPS.
-Streaming Useful with StartFPSChart/StopFPSChart to get the data from a non windows device to the cooking PC for further investigations (assuming we use cook on the fly).

Compile Options

You should never profile or measure performance in Debug builds. For convenience, we suggest profiling and working on performance in Development build. The actual performance in Shipping is the real target but as it has fewer development features it should only be faster. Test acts almost like Shipping but has a few code features still enabled (e.g. console, stat unit).