[Rendering]MaxTextureSize=2048
MaxAtlasTextureSize=2048
MaxCubeShadowSize=512
MaxSpotShadowSize=512
TextureDownscale=0
DetailTextureDownscale=0
AtlasTextureDownscale=0
TextureMemoryBudget=500
TextureMemoryGUIBudget=80
TextureTimeBudget=10
TextureInFlightBudget=128
DecalsChance=1.0f
DecalsSpawnDistanceCutoff=10.0f
TextureStreamingDistanceLimit=40000.f
TextureStreamingCharacterDistanceLimit=50.f
TextureStreamingHeadsDistanceLimit=10.f
TextureStreamingReduceGameplayLOD=true
UberSampling=0 // Ubersampling hats doch ins Spiel geschafft, nur etwas versteckter 
TextureMipBias=0
MsaaLevel=0
DynamicDecalsLimit=30
MeshRenderingDistanceScale=1.0f
MeshLODDistanceScale=1.0f
TerrainScreenSpaceErrorThreshold=2.0f
TerrainErrorMetricMultiplier=10
ForceInstantAdaptation=false
ForceInstantEnvProbeUpdate=false
EnableTemporalAA=true
CascadeShadowFadeTreshold=1.0f
CascadeShadowmapSize=1024
CascadeShadowQuality=0
MaxCascadeCount=4
MaxTerrainShadowAtlasCount=3 // Weiss nicht genau was das ist aber es klingt interessant
GlobalOceanTesselationFactor=10 //in früheren Trailern wurde 32 oder 64 verwendet glaube ich.
UseHairWorks=false
HairWorksAALevel=8
TerrainReadAheadDistance=200.0f
ForcedDebugPreviewIndex=-1
[TextureStreaming]
MaxResidentMipMap=6
[LevelOfDetail]
MeshLodGameplayDownscale=0
CharacterLodGameplayDownscale=0
DecalsHideDistance=30
StripeHideDistance=60
SwarmHideDistance=200
DimmerHideDistance=60
[Budget]
DecalBudget=100