Unreal Engine Vite Help

Console Variables

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

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.

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

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

See also

03 August 2026