Console Variables
Vite-specific console variables and the stock ones you most often need, grouped by subsystem. This is a
curated list, not an exhaustive dump — use help or the console's autocomplete for the
full set.
Set variables at runtime in the console, or persistently in Config\DefaultEngine.ini:
[/Script/Engine.RendererSettings]
r.Vite.SMAA.Mode=1
r.HBAO.Enable=1
Vite-specific
These do not exist in stock UE 4.27.
| Variable | Default | Purpose |
|---|---|---|
r.Vite.SMAA.Mode |
1 | SMAA quality. 0 = Low, 1 = High. See Anti-Aliasing. |
r.Vite.SSAO |
— | Vite's optimised SSAO path. See Ambient Occlusion. |
r.AntiAliasing.SMAA.Debug |
— | SMAA debug visualisation |
p.VitePhysXFixedTimestep.Enabled |
0 | Enable fixed timestep physics |
p.VitePhysXFixedTimestep.DeltaTime |
1/60 | Fixed step duration in seconds |
p.VitePhysXFixedTimestep.MaxTimesteps |
— | Maximum steps per frame |
p.VitePhysXFixedTimestep.MaxCumulativeExtraSteps |
— | Cap on accumulated catch-up steps |
p.VitePhysXFixedTimestep.LimitType |
— | How overload is handled |
p.VitePhysXFixedTimestep.InterpolationMode |
— | Render interpolation between fixed steps |
p.VitePhysXFixedTimestep.* variables require a build with
VITE_PHYSX_FIXED_TIMESTEP=1. See Fixed Timestep.
Ray tracing
| Variable | Default | Availability | Page |
|---|---|---|---|
r.RayTracing.Reflections |
0 | Available | RT Reflections |
r.RayTracing.Shadows |
0 | Available | RT Shadows and AO |
r.RayTracing.AmbientOcclusion |
0 | Available | Ambient Occlusion |
r.RayTracing.SkyLight |
— | Available | Ray Tracing |
r.RayTracing.GlobalIllumination |
-1 | Compiled out | Global Illumination |
r.RayTracing.Translucency |
0 | Compiled out | RT Translucency and Caustics |
r.RayTracing.SampledDirectLighting |
0 | Compiled out | RTXDI |
A value of -1 means the setting is driven by the post-process volume rather than the console variable.
Culling and scene setup
| Variable | Purpose |
|---|---|
r.RayTracing.Culling |
Ray tracing instance culling mode |
r.RayTracing.Culling.Radius |
Culling distance |
r.RayTracing.Culling.Angle |
Angular culling threshold |
r.RayTracing.SceneCaptures |
Whether scene captures build ray tracing scenes |
r.RayTracing.PreGather |
Pre-gather pass control |
Culling settings are among the most effective ray tracing performance levers, and Vite changes some of their defaults — see Engine Defaults.
Sky light
| Variable | Purpose |
|---|---|
r.RayTracing.SkyLight.SamplesPerPixel |
Sample count |
r.RayTracing.SkyLight.MaxRayDistance |
Ray length limit |
r.RayTracing.SkyLight.ScreenPercentage |
Resolution scale for the sky light pass |
r.RayTracing.SkyLight.Denoiser |
Denoiser selection |
r.RayTracing.SkyLight.EnableMaterials |
Evaluate materials on hit |
r.RayTracing.SkyLight.EnableTwoSidedGeometry |
Two-sided geometry handling |
ScreenPercentage and SamplesPerPixel are the two to reach for when the sky light pass is too expensive.
Translucency
Compiled out by default.
| Variable | Purpose |
|---|---|
r.RayTracing.Translucency.HalfRes |
Half-resolution translucency |
r.RayTracing.Translucency.HybridDepthThreshold |
Hybrid translucency depth threshold |
r.RayTracing.Translucency.HybridDepthBias |
Hybrid translucency depth bias |
r.RayTracing.PrimaryRays.IncludeDOF |
Include depth of field in primary rays |
RTXDI (sampled lighting)
Compiled out by default. r.RayTracing.SampledDirectLighting is the master switch; the
r.RayTracing.SampledLighting.* family — over sixty variables covering reservoir counts, spatial and
temporal resampling, ReGIR cell configuration and per-light-type toggles — tunes it.
The ones worth knowing first:
| Variable | Default | Purpose |
|---|---|---|
r.RayTracing.SampledLighting.Mode |
1 | Sampling mode |
r.RayTracing.SampledLighting.InitialSamples |
8 | Initial candidate samples |
r.RayTracing.SampledLighting.Spatial |
1 | Spatial resampling |
r.RayTracing.SampledLighting.Temporal |
1 | Temporal resampling |
r.RayTracing.SampledLighting.NumReservoirs |
-1 | Reservoir count, -1 for automatic |
r.RayTracing.SampledLighting.Denoiser |
— | Denoiser selection |
r.RayTracing.SampledLighting.DebugMode |
— | Debug visualisation |
See RTXDI.
Caustics
Mesh and water caustics are driven primarily by post-process volume settings rather than console variables, and both are compiled out by default. Related variables:
| Variable | Purpose |
|---|---|
r.RayTracing.BuildRayTracingMeshForCaustics |
Build caustics-capable ray tracing geometry |
r.ParallelCausticsMap |
Parallel caustics map rendering |
r.PathTracing.ApproximateCaustics |
Approximate caustics in the path tracer |
See RT Translucency and Caustics.
Global illumination
| Variable | Purpose |
|---|---|
r.RTXGI.DDGI |
Master DDGI toggle |
r.RTXGI.DDGI.LightingPass.Scale |
Lighting pass resolution scale |
r.RTXGI.DDGI.LightingPass.RelativeDistanceThreshold |
Distance rejection threshold |
r.RTXGI.DDGI.LightingPass.NormalPower |
Normal weighting |
r.RTXGI.DDGI.ProbesTextureVis |
Probe texture visualisation |
r.RTXGI.DDGI.ProbesTextureVis.IrradianceScalar |
Visualisation scaling |
r.RTXGI.DDGI.StatVolume |
Per-volume statistics |
r.RTXGI.MemoryUsed |
Report DDGI memory usage |
The RTXGI plugin is enabled by default. See Dynamic DDGI and Global Illumination.
Ambient occlusion
| Variable | Default | Purpose |
|---|---|---|
r.HBAO.Enable |
0 | Enable HBAO+. Multiplies over the screen-space AO buffer. |
r.HBAO.HighPrecisionDepth |
0 | 0 = FP16 internal depth, 1 = FP32. Use FP32 to avoid self-occlusion banding on distant objects. |
r.HBAO.GBufferNormals |
1 | 0 = reconstruct normals from depth, 1 = fetch GBuffer normals |
HBAO+ has additional per-volume settings in the post-process volume: power exponent (default 2.0), radius (2.0), bias (0.1), small-scale AO (1.0), blur radius (2 pixels), blur sharpness (16.0), max view depth (9500), depth sharpness (50.0), and foreground and background AO distances.
r.HBAO.Enable help text describes HBAO+ as DX11-only. This is out of date; there is a
working D3D12 implementation. See Ambient Occlusion.
Tessellation
| Variable | Default | Purpose |
|---|---|---|
r.TessellationAdaptivePixelsPerTriangle |
48.0 | Global tessellation factor multiplier. Lower means more triangles. |
See Tessellation.
Hair
| Variable | Purpose |
|---|---|
r.TressFX.StrandsMode |
Debug render mode. 0 = off, 1 = simulation strands, 2 = render strands with simulation influence, 3 = hair UV, 4 = root UV, 5 = seed, 6 = dimensions |
r.TressFX.Interoplation.FrustumCulling |
Frustum culling for interpolation. Default 1. |
r.TressFX.MorphTargetMeshVisualization |
Morph target mesh visualisation |
See Hair Rendering.
Volumetric fog
| Variable | Purpose |
|---|---|
r.RayTracing.VolumeFogMode |
Ray traced volumetric fog mode |
r.VolumetricFog.UseUpScaledSizeVolumetricFog |
Render volumetric fog at output rather than internal resolution |
r.VolumetricFog.UseUpScaledSizeVolumetricFog only exists in builds with
VITE_DLSS_PATCH=1. It exists to fix volumetric fog resolution when upscaling. See
Upscalers.
Profiling
Standard Unreal, but worth having in one place:
| Command | Shows |
|---|---|
stat unit |
Frame, Game, Draw, GPU and RHIT timings. Start here. |
stat unitgraph |
The same over time |
stat game |
Game thread breakdown |
stat scenerendering |
Render thread breakdown |
stat gpu |
GPU pass breakdown |
stat physics |
Physics solver time |
stat rhi |
RHI resource statistics |
stat memory |
Memory usage |
profilegpu |
Single-frame GPU capture |
recompileshaders changed |
Recompile modified shaders |
recompileshaders global |
Recompile global shaders |
See Profiling.
Finding variables yourself
| Command | Effect |
|---|---|
help |
Dumps all console variables and commands to the log |
<partial name> then Tab |
Autocomplete in the console |
<variable> with no value |
Prints the current value and help text |
DumpConsoleCommands |
Lists commands |