This article highlights some notable tweakables and their default values.

If you come across any particularly useful tweakables that are not already in this list, please feel free to contribute them by posting a comment to this article!

Infinite hover for the Levitate ability
<tweakable type="bool" name="Ability Levitate: infinite Hover" value="0"/>

Modify the % of Source lost on death (default is 10%)
<tweakable type="float1" name="PlayerProperties:Norm. XP loss on death" value="0.100000"/>

Modify the button hold duration for hold-to-activate interactions
<tweakable type="float1" name="HUD:Interaction Component:Short Hold Time" value="0.300000"/>

Control whether launchable objects should be highlighted in the HUD
<tweakable type="bool" name="AbilityLaunch: Highlight with GFX" value="1"/>
<tweakable type="bool" name="AbilityLaunch: Highlight with HUD" value="1"/>


The above tweakables have been removed as of the AWE expansion update. I've uploaded a plugin under the Optional Files section if you would like to disable Launch object highlighting and the ground slam targeting circle.

Configure auto-aim parameters like hit-zone radius and max range
<tweakable type="float1" name="Auto Aim:Head Area Radius Multiplier" value="1.000000"/>
<tweakable type="float1" name="Auto Aim:Hit Zone Radius" value="0.200000"/>
<tweakable type="float1" name="Auto Aim:Max Range" value="200.000000"/>

Fine-tune Jesse's prioritization for throwing back projectiles like grenades and missiles when using the Launch ability
<tweakable type="float1" name="AbilityLaunch-Grenade:Projectiles pick priority (0:lower)" value="1.100000"/>

Control whether you can use Ground Slam multiple times without touching the ground
<tweakable type="bool" name="AbilitySlam : Requires touching Ground to use again" value="1"/>

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23 comments

  1. ExoKallum
    ExoKallum
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    This giant access to settings is alot - there isn't much in the way of explaining what the hell they actually do. Here are a couple things I found trying to figure them out:

    https://docs.unrealengine.com/4.27/en-US/RenderingAndGraphics/Textures/Streaming/Config/

    https://gameworksdocs.nvidia.com/PhysX/4.1/documentation/physxguide/Manual/Introduction.html

    For the obnoxious pop-in high resolution texture problem, I can TLDR the streaming one - Mips are the important concept here. You want allowed dropped mips to be high (?) to let the engine flush unused streamed mips and make room I think, and the max mip number higher than the defaul of 11, i.e.

    <tweakable type="float1" name="Texture Streaming:Max Mip No" value="14.000000"/>

    Or some higher number, not sure if the engine will max at 14 - this document says that somewhere, but then I have no idea what I'm doing. Anyway, maybe this will help someone clever to get their Control running perfectly on their system. It looks like the devs set the game up to run on as many systems as possible. Most systems these days don't need a safety factor.. conjecture :)

    ALSO, for PhysX stuff, I found some interesting things about these two settings:

    <tweakable type="int" name="PhysX:Default Solver Position Iterations Amount" value="4"/>
    <tweakable type="int" name="PhysX:Default Solver Velocity Iterations Amount" value="1"/>

    These both could probably benefit from being higher. The doc says you can set the first one up to 30.. that seems excessive, but I'm going to play around and see if I can get things to be a little less bouncy and crappy in game, tho to be honest the behavious as setup by the developers is pretty solid, definitely no pun intended, barf, I hate puns.

    Also, keep in mind that Remedy uses a custom engine: Northlight    ...but, the PhysX stuff and texture streaming stuff is pretty universal.. I think? Maybe a Remedy Developer will show up.
  2. Issamu25
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    Do one of these tweakables manage the distance traveled when using evade?
  3. Dvieira1024
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    is there a line that disables all boss healthbar hud?
  4. Conshagen
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    In response to post #86776718.


    Spoiler:  
    Show

    starfire42 wrote: I was able to kill of most of the lens flare with the following lines. You still can't see any background around a light source when you look right at it, but it does get rid of blinding flare effect.    
      
        
        
        
        
        
        
        
        
        
        

    For the flashing, this setting seems to remove the environment-wide light flash effect, but you still get some stroboscopic light flashes when you look at a flashing enemy.


    Some other tweaks I found useful were to use the devmode mod to disable the film grain and lens dirt effect.


    What lines
     


     
    Apparently you have to go into the forum thread to see them
     
    rick-and-morty-well-thats-retarded.gif
  5. starfire42
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    I was able to kill of most of the lens flare with the following lines. You still can't see any background around a light source when you look right at it, but it does get rid of blinding flare effect.    
       <tweakable type="float1" name="LensFlare:Size1" value="0.000000"/>
        <tweakable type="float1" name="LensFlare:Size10" value="0.000000"/>
        <tweakable type="float1" name="LensFlare:Size11" value="0.000000"/>
        <tweakable type="float1" name="LensFlare:Size2" value="0.000000"/>
        <tweakable type="float1" name="LensFlare:Size3" value="0.000000"/>
        <tweakable type="float1" name="LensFlare:Size4" value="0.000000"/>
        <tweakable type="float1" name="LensFlare:Size5" value="0.000000"/>
        <tweakable type="float1" name="LensFlare:Size6" value="0.000000"/>
        <tweakable type="float1" name="LensFlare:Size7" value="0.000000"/>
        <tweakable type="float1" name="LensFlare:Size8" value="0.000000"/>
        <tweakable type="float1" name="LensFlare:Size9" value="0.000000"/>

    For the flashing, this setting seems to remove the environment-wide light flash effect, but you still get some stroboscopic light flashes when you look at a flashing enemy.
    <tweakable type="bool" name="LightFlash:Override" value="1"/>

    Some other tweaks I found useful were to use the devmode mod to disable the film grain and lens dirt effect.
    1. boyoyolo
      boyoyolo
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      What lines
  6. BeersTeddy
    BeersTeddy
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    Hey I was watching Digital Foundry video on YT about RayTracing on PS5. It Uses 4X less pixels on " ReflectionQuality " and " TransparentQuality " . So Im wondering if you can modify in game raytracing to still be enabled but with lower setting for it. Like for example setting value from default 1 (raytracing on) to quarter native res. 


    <tweakable type="int" name="Ambient Probe:Reflection Mip Count" value="7"/>
     
    This could be the one?
  7. dragan992
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    Hey I was watching Digital Foundry video on YT about RayTracing on PS5. It Uses 4X less pixels on " ReflectionQuality " and " TransparentQuality " . So Im wondering if you can modify in game raytracing to still be enabled but with lower setting for it. Like for example setting value from default 1 (raytracing on) to quarter native res. 
  8. Gh0sTG0
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    Hi. What better to set here? 1.9? More? Less?

    Fine-tune Jesse's prioritization for throwing back projectiles like grenades and missiles when using the Launch ability

    <tweakable type="float1" name="AbilityLaunch-Grenaderojectiles pick priority (0:lower)" value="1.100000"/>


  9. spawn991
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    well, just now actually i kind of bypassed the problem,
    i changed that second line height value to 1.900000 (meaning 1.9 meter? ) and then in the game quite logically the camera was just above the vertex of the character head and thus no floating eye-mouth or other character limb textures interruption.
    i donot mind watchinh the world from a few centimeters higher visage, yet i wonder if i had turned down that number, what cross section of other character parts-limbs i would see !. it kind of reminds one of the MRI imaging slices!
    I also noticed that in re2 remake fps mod they literally deleted the main model head! (the shadow of main character  is headless!).
     
    ps:god! they even managed to map and render the tips of character teeth (molar...) natural and accurate! but why?
    who on earth would matter the accuracy of the shape of the crown of back-half teeth of the character mouth!?
    1. MasterZoen
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      Tooth shape effects the way the lips and cheeks pull when you speak, smile, snarl, etc. I wonder if the engine is simulating skin and muscle pull for raytracing? A lack of distorted Specular Highlights and Subsurface Scattering in the cheeks and lips would be very noticeable...
  10. spawn991
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    In response to post #96224853.


    Spoiler:  
    Show

    spawn991 wrote:
    thanks very much for this mode.
    i have been kind of addicted with with person view in games, especially this one with some magnificent detailed environments and enjoy watching between action sequences (of course the game, by its nature, is quite a third person view game).
    thus i have been delighted to be able to experience the game from first person view by this mode and i  appreciate it very much  
    nonetheless i did not actually expected a neat-perfect first person experience. but i wonder do you experience the same artifact as i attach a few snapshot during your gaming? i know due to the games nature this would not be a perfect fpv experience but could these artifacts get alleviated more? you know it is a bit scary to watch 2 eyeball and a mouth floating in the air 
     
    https://postimg.cc/7GGFxMVD
     
    https://postimg.cc/hzs2RJFg
     
    https://postimg.cc/GB7B0rMV
     
    any solution or suggestion would be greatly appreciated 


    The most reasonable way to make the 2 eyeballs and mouth go away is probably to go into the files and make the head model invisible. That's usually what they do in other 3rd person mods because of this same problem.

    Also, what did you do to enable first-person view? Maybe I can try to find a solution if you tell me how you went into first person.
     


    hi again   and thanks for your response and time.
    actually i know nearly nothing of graphic softwares and programing. therefore i just used a tweak of this mode mentioned in the list of tweaks on the last page, and copy-pasted the command and employed the mode...
    i found and employed these line:
     tweakable type="bool" name="Camera:Use FPS camera" value="0"/>
    and then this: 
     <tweakable type="float1" name="FPS Camera:Eye Height" value="1.500000"/> which didnot change the artifact situation.
     
    i even thought of meddling with that variable 'eye height value' but i was not  really sure what it would do.
    also there are several other lines regarding the fpv which i did not figure what additional tweaks they may bear. ( control-f search for fpv word highlighted them).