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.

Several ray tracing variables in this list are compiled out in a default build. They will set successfully and render nothing. Availability is noted per variable; see Compile-Time Switches.

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

The 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.

The 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

Help text in the engine is occasionally stale — HBAO+'s DX11-only claim is one example. When behaviour and help text disagree, the source is authoritative.

See also