Graphics
Engine.ini Generator
196 graphics cards and the preset AION 2 gives each.
Graphics card
No card pickedPreset High
Goal
Fixes
Quick tuning
View distanceDistance at which the world, objects and foliage are drawn in detail.
Character detailDetail of characters, monsters and NPCs further away.
Shadows and reflectionsShadow quality, small shadows and screen reflections, in preset steps.
Skill effectsParticles and the light effects cast.
Foliage and grassHow much foliage and grass is drawn.
Post-processingBloom, depth of field, lens flares and light shafts.
Sharpness
Render resolutionPercent of the screen resolution the world renders at.
BrightnessMid tones of the picture.
VRAMTexture memory set to half the card's VRAM and kept inside it.
Frame capOverrides the in-game limit.
Fog
Water reflections
Input responseResponsive: rendering no longer runs a frame behind the game.
Texture loading
Memory cleanupWhen the game frees memory it no longer needs.
Visual style
Settings
Image0/15
SharpeningSharpens the whole picture. 0.5 is half strength, 1 full.
r.Tonemapper.SharpenDepth of fieldBlur on things out of focus.
r.DepthOfFieldQualityMotion blurBlur on fast movement. Off at every preset already.
r.MotionBlurQualityLens flaresFlares from bright lights.
r.LensFlareQualityChromatic aberrationColoured fringes at the edges of the screen.
r.SceneColorFringeQualityBloomGlow around bright light.
r.BloomQualityLight shaftsRays of light through gaps.
r.LightShaftQualityHeight fogFog over the landscape.
r.FogVolumetric fogFog that light passes through.
r.VolumetricFogMid tonesBelow 0.5 darkens the mid tones, above brightens them.
r.Color.MidRender resolutionPercent of the screen resolution the world renders at.
r.ScreenPercentageEffect resolutionResolution of see-through effects, in percent.
r.SeparateTranslucencyScreenPercentageFixed gammaReplaces the screen's colour curve with this fixed gamma.
r.TonemapperGammaDark tonesAbove 0 lifts the darks towards grey; below 0 turns more darks black.
r.Color.MinHighlightsBelow 1 darkens the highlights; above 1 moves more colours towards white.
r.Color.MaxView distance and detail0/7
View distanceHow far away things are still drawn.
r.ViewDistanceScaleObject detail distanceHigher switches objects to simpler versions sooner. 0.5 keeps full detail twice as far.
r.StaticMeshLODDistanceScaleCharacter detailBelow 0 keeps characters and monsters detailed further away.
r.SkeletalMeshLODBiasGeometry detailThe triangle size the world is drawn at, in pixels. Lower is finer.
r.Nanite.MaxPixelsPerEdgeFoliage amountHow much foliage is drawn.
foliage.DensityScaleGrass amountHow much grass is drawn.
grass.DensityScaleFoliage detail distanceHigher keeps foliage detailed and drawn further away.
foliage.LODDistanceScaleShadows and lighting0/10
Shadow quality0 turns shadows off.
r.ShadowQualityShadow distanceHow far away shadows are drawn.
r.Shadow.DistanceScaleSmall shadowsObjects smaller on screen than this cast no shadow. Higher drops more.
r.Shadow.RadiusThresholdContact shadowsFine shadows where objects touch.
r.ContactShadowsGlobal illuminationLight bouncing off surfaces (Lumen). Can only be turned off here.
r.Lumen.DiffuseIndirect.AllowLumen reflectionsReflections from Lumen. Can only be turned off here.
r.Lumen.Reflections.AllowLighting detailRays per lighting probe: this number squared.
r.Lumen.ScreenProbeGather.RadianceCache.ProbeResolutionScreen reflectionsReflections of what is on screen.
r.SSR.QualityAmbient occlusionSoft shading in corners and creases.
r.AmbientOcclusionLevelsWater reflectionsHow water reflects the scene.
r.Water.SingleLayer.ReflectionEffects0/2
Particle amountScales how many particles effects spawn.
r.EmitterSpawnRateScaleParticle lightsLight cast by effects.
r.ParticleLightQualityTextures and memory1/8
Texture memoryMemory for textures, in MB.
r.Streaming.PoolSizeKeep textures inside VRAMLimits texture memory to the free memory of the graphics card.
r.Streaming.LimitPoolSizeToVRAMTexture sharpnessEach step loads textures one size smaller.
r.Streaming.MipBiasTexture detail boostAbove 1 asks for sharper textures, below 1 for softer.
r.Streaming.BoostLoad textures fullyEvery texture in use loads in full, as fast as possible.
r.Streaming.FullyLoadUsedTexturesTexture loading memoryTemporary memory for loading textures, in MB.
r.Streaming.MaxTempMemoryAllowedCleanup after an area unloadsOn frees memory as soon as an area unloads, with a short hitch at that moment.
s.ForceGCAfterLevelStreamedOutMemory cleanup intervalSeconds between memory cleanups.
gc.TimeBetweenPurgingPendingKillObjectsFrame rate0/2
Frame rate capHighest frame rate. Overrides the in-game limit.
t.MaxFPSRender one frame behindOn: rendering runs one frame behind the game. Steadier frame rate, one frame more input delay.
r.OneFrameThreadLagInstall
1. Close AION 2. Open the file path above (Windows + R, paste, Enter) and keep a copy of the file. 2. Paste the block at the end and save. 3. Start the game. To undo, delete the lines from AION 2 WIKI START to AION 2 WIKI END.
A line in Engine.ini overrides the in-game graphics menu for that setting.
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